Ryu vs Ganondorf

Ganondorf Matchup (Ryu)

Ryu vs Ganondorf

Ryu vs Ganondorf is about refusing extended high-variance slugfests, forcing checks with Hadoken and compact ground pressure, and cashing out on Ganondorf's unsafe swings with stable confirms into Shoryuken.

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Matchup Summary (Win Condition and Game Plan)

The matchup only becomes scary if Ryu agrees to play long, explosive guessing games against Ganondorf’s nair, fair, bair, down tilt, smash attacks, and Wizard’s Foot. Ganondorf is structurally weak in movement and defense, but his single-hit reward is so high that panicked jumps and overextensions hand him exactly the kind of openings he needs.
Ryu has the cleaner round-by-round control. The frame table shows that Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, and Down B (1)(2) are all clearly punishable with Up B (6f), OOS Nair (7f), OOS Uair (9f), Up Smash (9f), or Grab (10f). Fair and uair are also cheap enough to shut down with Up B when spaced poorly, which means Ganondorf should never be allowed to spend those big swings for free.
The stable plan is to use Hadoken to interrupt walk and jump timing, then enter with down tilt, collarbone pressure, and nair once Ganondorf has to respect the stop. After the first hit, Ryu should keep center, trap the landing, and only take the high-commitment callouts when the position is already favorable. Ganondorf’s landing and recovery freedom are limited enough that patient stage control outperforms dramatic all-in reads here.
Kills are most reliable through Shoryuken confirms, bair, anti-air up tilt, and corner pressure from down tilt confirms. Deep edgeguards can work, but they also create unnecessary interaction with Ganondorf’s heavy aerial hitboxes, so Ryu usually gets more by finishing the stock onstage after building the advantage correctly.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRyu OOS Candidate MovesBarely Missed Moves
Jab7-8
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+3)
  • OOS Dair (+3)
  • OOS Fair (+3)
Forward Tilt10-17/-16
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Tilt60-14
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Tilt10-12
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Dash Attack10-13/-11
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash29-24
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Smash20-25
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Smash15/35-39/-13
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral Air7/17(-7/-7)(-5/-6)
  • None
  • Up B (+1)
  • OOS Nair (+2)
Forward Air14-7/-7
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (+2)
  • Up Smash (+2)
  • Grab (+3)
Back Air10-4/-5
  • None
  • Up B (+2)
  • OOS Nair (+3)
Up Air8-6/-6/-6/-7/-7/-8
  • Up B (6f)
  • OOS Nair (+1)
  • OOS Uair (+3)
  • Up Smash (+3)
Down Air16-9/-10
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Fair (+2)
Neutral B (1)70/80-20/-14
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral B (2)70/80-14/-12
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Side B (1)16
Side B (2)16
Side B (3)
Up B14
Down B (1)16-29
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down B (2)16-34
  • Up B (6f)
  • OOS Nair (7f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Use Hadoken to disrupt Ganondorf’s walk and jump timing, then enter with down tilt, collarbone pressure, and nair instead of raw leaps into his hitboxes.
  • After blocking Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Warlock Punch, or Wizard’s Foot, always cash out with Up B, OOS Nair, OOS Uair, Up Smash, or Grab.
  • Treat Fair and Up Air as spots where Up B alone already matters, so Ganondorf’s aerial entries never get written off as harmless.
  • Keep center stage and layer shield plus focus movement so Ganondorf does not get repeated full-commitment swing chances in one neutral cycle.
  • Close stocks with Shoryuken confirms, bair, anti-air up tilt, and ledge pressure rather than forcing unnecessary offstage trades.

Actions to Avoid

  • Jumping straight into Ganondorf’s preemptive nair, fair, bair, or down tilt and playing exactly the volatile trade pattern he wants.
  • Letting clearly punishable grounded swings and Wizard’s Foot go unpunished and giving Ganondorf repeated one-hit comeback chances.
  • Ignoring Hadoken and Focus presence, then approaching in a single straight-line rhythm that keeps his spacing tools live.
  • Forcing big kill swings in center stage and eating forward smash or Warlock Punch reversals for it.
  • Chasing too deep offstage and turning Ganondorf’s heavy aerial hitboxes into unnecessary recovery scrambles for Ryu.

Reference Links

Related Pages