< Street Fighter 6 | Ryu
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| throwRange = | | throwRange = | ||
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<!--- | |||
All possible move variables | |||
Can delete row if not applicable, EXCEPT input / name / images / startup / active / recovery / cancel / damage / guard / hitAdv / blockAdv (that appears on main page) | |||
| input = (move input in Numpad notation) | |||
| name = (Official move name) | |||
| images = (PNG filename of move image) | |||
| hitboxes = (PNG filename of hitbox image) | |||
| cost = (Drive or Super meter cost in simple terms) | |||
| damage = (Attack's damage value for each hit) | |||
| chip = (Attack's chip damage value vs. opponents in Burnout for each hit) | |||
| startup = (Startup frames, including the first active frame) | |||
| active = (Total number of active frames, separated per hit, also includes gaps in parentheses) | |||
| recovery = (Recovery frames after active frames end) | |||
| invuln = (Which frames are invincible and what type of invuln [Full, Air, Projectile, Throw, etc]) | |||
| hitAdv = (Frame advantage on hit, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template) | |||
| blockAdv = (Frame advantage on block, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better) | |||
| punish = (Frame advantage on Punish Counter + effect (Spin, Tumble, Crumple etc), use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template) | |||
| DRcancelHit = (Frame advantage of a move on hit cancelled into Drive Rush at the moment a followup attack is possible) | |||
| DRcancelBlk = (Frame advantage of a move on block cancelled into Drive Rush at the moment a followup attack is possible) | |||
| perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame) | |||
| guard = (Direction a move must be blocked; L = low, H = high/overhead, LH = block either direction, T = throw) | |||
| cancel = (Move's cancel ability; ch = chain, tc = target combo, sp = special, su = any super, su(N) = super art N) | |||
| react = (Hitconfirm reaction window when cancelling into specials, supers, target combos, etc; from first hit frame until final cancel frame) | |||
| hitstun = (Number of frames the defender is stuck in hitstun from attack; for multi-hit moves, separate by hit if possible or list as "x total"; leave blank for Knockdowns) | |||
| blockstun = (Number of frames the defender is stuck in blockstun from attack; for multi-hit moves, separate by hit if possible or list as "x total") | |||
| hitstop = (Number of frames the attacker and defender are frozen when the attack connects, indicated by Frame Meter not advancing for either character) | |||
| driveDamage = (Amount of Drive Meter drained from opponent; usually on block, but Punish Counter and Super also drain on hit, e.g. 2000 [PC 5000]) | |||
| selfDriveOH = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max) | |||
| selfDriveOB = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max) | |||
| selfSuperOH = (Amount of Super Meter built by attacker when attack connects on hit; 10000 = 1 bar, 30000 = max) | |||
| selfSuperOB = (Amount of Super Meter built by attacker when attack connects on block; 10000 = 1 bar, 30000 = max) | |||
| oppSuperOH = (Amount of Super Meter built by defender when attack connects on hit; 10000 = 1 bar, 30000 = max) | |||
| oppSuperOB = (Amount of Super Meter built by defender when attack connects on block; 10000 = 1 bar, 30000 = max) | |||
| notes = (Additional details about the move; keep it brief, as it will break the frame data template if too many characters are used in this field) | |||
---> | |||
== Normals == | == Normals == | ||
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| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
===== 5MP ===== | ===== 5MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_5mp | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_5mp | moveType = ground_normal | ||
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| notes = | | notes = | ||
}} | }} | ||
===== 5MK ===== | ===== 5MK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_5mk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_5mk | moveType = ground_normal | ||
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| notes = | | notes = | ||
}} | }} | ||
===== 5HK ===== | ===== 5HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_5hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_5hk | moveType = ground_normal | ||
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| notes = Cannot hit crouching; puts airborne opponents into limited juggle state; crumples on Punish Counter (+11 before the crumple state goes airborne) | | notes = Cannot hit crouching; puts airborne opponents into limited juggle state; crumples on Punish Counter (+11 before the crumple state goes airborne) | ||
}} | }} | ||
=== Crouching Normals === | === Crouching Normals === | ||
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| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
===== 2MP ===== | ===== 2MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2mp | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2mp | moveType = ground_normal | ||
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| notes = | | notes = | ||
}} | }} | ||
===== 2HP ===== | ===== 2HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2hp | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2hp | moveType = ground_normal | ||
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| notes = Forces stand on hit; only 1st active frame is cancellable | | notes = Forces stand on hit; only 1st active frame is cancellable | ||
}} | }} | ||
===== 2LK ===== | ===== 2LK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2lk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2lk | moveType = ground_normal | ||
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| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
===== 2MK ===== | ===== 2MK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2mk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2mk | moveType = ground_normal | ||
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| notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | ||
}} | }} | ||
===== 2HK ===== | ===== 2HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2hk | moveType = ground_normal | ||
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| notes = Has some juggle potential | | notes = Has some juggle potential | ||
}} | }} | ||
=== Jumping Normals === | === Jumping Normals === | ||
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| notes = | | notes = | ||
}} | }} | ||
===== j.MP ===== | ===== j.MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_jmp | moveType = air_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_jmp | moveType = air_normal | ||
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| notes = Both hits are cancellable to Air Tatsu and put airborne opponents into limited juggle state | | notes = Both hits are cancellable to Air Tatsu and put airborne opponents into limited juggle state | ||
}} | }} | ||
===== j.HP ===== | ===== j.HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_jhp | moveType = air_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_jhp | moveType = air_normal | ||
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| notes = Spike knockdown on Counterhit/Punish Counter vs. airborne opponents | | notes = Spike knockdown on Counterhit/Punish Counter vs. airborne opponents | ||
}} | }} | ||
===== j.LK ===== | ===== j.LK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_jlk | moveType = air_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_jlk | moveType = air_normal | ||
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| notes = Crossup | | notes = Crossup | ||
}} | }} | ||
===== j.MK ===== | ===== j.MK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_jmk | moveType = air_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_jmk | moveType = air_normal | ||
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| notes = Crossup | | notes = Crossup | ||
}} | }} | ||
===== j.HK ===== | ===== j.HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_jhk | moveType = air_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_jhk | moveType = air_normal | ||
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| notes = | | notes = | ||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
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| notes = Counterhit and Punish Counter frame advantage applies to both hits | | notes = Counterhit and Punish Counter frame advantage applies to both hits | ||
}} | }} | ||
===== 6HP ===== | ===== 6HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hp | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hp | moveType = ground_normal | ||
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| notes = 2nd hit can whiff at specific range, becoming -5 on hit, -12 on block; Counterhit and Punish Counter frame advantage applies to both hits | | notes = 2nd hit can whiff at specific range, becoming -5 on hit, -12 on block; Counterhit and Punish Counter frame advantage applies to both hits | ||
}} | }} | ||
===== 4HP ===== | ===== 4HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_4hp | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_4hp | moveType = ground_normal | ||
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| notes = Forces stand on hit; only 1st active frame is cancellable; extremely short range makes it finicky in combos | | notes = Forces stand on hit; only 1st active frame is cancellable; extremely short range makes it finicky in combos | ||
}} | }} | ||
===== 4HK ===== | ===== 4HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_4hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_4hk | moveType = ground_normal | ||
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| notes = 1st hit forces stand, puts airborne opponents into limited juggle state; 2nd hit knocks down vs. airborne opponents; both hits cancellable; Counterhit and Punish Counter frame advantage applies to both hits | | notes = 1st hit forces stand, puts airborne opponents into limited juggle state; 2nd hit knocks down vs. airborne opponents; both hits cancellable; Counterhit and Punish Counter frame advantage applies to both hits | ||
}} | }} | ||
===== 6HK ===== | ===== 6HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hk | moveType = ground_normal | ||
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| notes = Cancellable to OD Air Tatsu on hit/block; no airborne frames | | notes = Cancellable to OD Air Tatsu on hit/block; no airborne frames | ||
}} | }} | ||
== Target Combos == | == Target Combos == | ||
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| notes = Hits consistently at max 5MP range, making it the most consistent ender | | notes = Hits consistently at max 5MP range, making it the most consistent ender | ||
}} | }} | ||
===== MP>LK>HK ===== | ===== MP>LK>HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_mp_lk_hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_mp_lk_hk | moveType = ground_normal | ||
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| notes = 6f gap before HK on block | | notes = 6f gap before HK on block | ||
}} | }} | ||
===== HP>HK ===== | ===== HP>HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_hp_hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_hp_hk | moveType = ground_normal | ||
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| notes = HK cannot hit vs. crouch block | | notes = HK cannot hit vs. crouch block | ||
}} | }} | ||
== Universal Mechanics == | == Universal Mechanics == | ||
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| notes = Has access to corner throw loops without walking or dashing; throw must be manually timed | | notes = Has access to corner throw loops without walking or dashing; throw must be manually timed | ||
}} | }} | ||
===== 4LPLK ===== | ===== 4LPLK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_4lplk | moveType = throw | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_4lplk | moveType = throw | ||
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| notes = Side switches; no throw/strike oki after back throwing opponent into corner | | notes = Side switches; no throw/strike oki after back throwing opponent into corner | ||
}} | }} | ||
=== Drive Moves === | === Drive Moves === | ||
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| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. | ||
}} | }} | ||
===== 6HPHK ===== | ===== 6HPHK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hphk | moveType = drive | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_6hphk | moveType = drive | ||
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| notes = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
===== MPMK ===== | ===== MPMK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_mpmk | moveType = drive | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_mpmk | moveType = drive | ||
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| notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | | notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | ||
}} | }} | ||
===== 66 ===== | ===== 66 ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_66 | moveType = drive | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_66 | moveType = drive | ||
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| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. | | notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. | ||
}} | }} | ||
=== Taunts === | === Taunts === | ||
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| notes = "Come on!" | | notes = "Come on!" | ||
}} | }} | ||
===== 6PPPKKK ===== | ===== 6PPPKKK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_6pppkkk | moveType = taunt | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_6pppkkk | moveType = taunt | ||
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| notes = | | notes = | ||
}} | }} | ||
===== 4PPPKKK ===== | ===== 4PPPKKK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_4pppkkk | moveType = taunt | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_4pppkkk | moveType = taunt | ||
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| notes = "Your footwork's sloppy." | | notes = "Your footwork's sloppy." | ||
}} | }} | ||
===== 2PPPKKK ===== | ===== 2PPPKKK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_2pppkkk | moveType = taunt | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_2pppkkk | moveType = taunt | ||
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| notes = "Come!" | | notes = "Come!" | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
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| notes = 1-hit projectile, slowest speed | | notes = 1-hit projectile, slowest speed | ||
}} | }} | ||
===== 236MP ===== | ===== 236MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236mp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236mp | moveType = Special | ||
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| notes = 1-hit projectile, medium speed | | notes = 1-hit projectile, medium speed | ||
}} | }} | ||
===== 236HP ===== | ===== 236HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236hp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236hp | moveType = Special | ||
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| notes = 1-hit projectile, fast speed | | notes = 1-hit projectile, fast speed | ||
}} | }} | ||
===== 236PP ===== | ===== 236PP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236pp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236pp | moveType = Special | ||
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| notes = 2-hit projectile, fast speed; puts opponent into limited juggle state on hit | | notes = 2-hit projectile, fast speed; puts opponent into limited juggle state on hit | ||
}} | }} | ||
===== 236P(charged) ===== | ===== 236P(charged) ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236p(charged) | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236p(charged) | moveType = Special | ||
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| notes = 2-hit projectile; puts opponent into limited juggle state on hit; button strength does not affect projectile speed | | notes = 2-hit projectile; puts opponent into limited juggle state on hit; button strength does not affect projectile speed | ||
}} | }} | ||
===== 236PP(charged) ===== | ===== 236PP(charged) ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236pp(charged) | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236pp(charged) | moveType = Special | ||
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| notes = 3-hit projectile; puts opponent into limited juggle state on hit | | notes = 3-hit projectile; puts opponent into limited juggle state on hit | ||
}} | }} | ||
=== Shoryuken === | === Shoryuken === | ||
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| notes = 7-35f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | | notes = 7-35f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | ||
}} | }} | ||
===== 623MP ===== | ===== 623MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_623mp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_623mp | moveType = Special | ||
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| notes = 8-45f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | | notes = 8-45f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | ||
}} | }} | ||
===== 623HP ===== | ===== 623HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_623hp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_623hp | moveType = Special | ||
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| notes = 9-50f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | | notes = 9-50f airborne (Forced Knockdown state); has juggle potential; does reduced damage on later active frames | ||
}} | }} | ||
===== 623PP ===== | ===== 623PP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_623pp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_623pp | moveType = Special | ||
Line 1,427: | Line 1,507: | ||
| notes = 8-52f airborne (Forced Knockdown state); has juggle potential | | notes = 8-52f airborne (Forced Knockdown state); has juggle potential | ||
}} | }} | ||
=== Tatsumaki Senpukyaku === | === Tatsumaki Senpukyaku === | ||
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| notes = 5-28f airborne (Forced Knockdown state) | | notes = 5-28f airborne (Forced Knockdown state) | ||
}} | }} | ||
===== 214MK ===== | ===== 214MK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214mk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214mk | moveType = Special | ||
Line 1,489: | Line 1,571: | ||
| notes = 8-41f airborne (Forced Knockdown state); only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage | | notes = 8-41f airborne (Forced Knockdown state); only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage | ||
}} | }} | ||
===== 214HK ===== | ===== 214HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214hk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214hk | moveType = Special | ||
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| notes = 10-61f airborne (Forced Knockdown state); only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage | | notes = 10-61f airborne (Forced Knockdown state); only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage | ||
}} | }} | ||
===== 214KK ===== | ===== 214KK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214kk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214kk | moveType = Special | ||
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| notes = 5-47f airborne (Forced Knockdown state); puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse) | | notes = 5-47f airborne (Forced Knockdown state); puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse) | ||
}} | }} | ||
=== Air Tatsumaki Senpukyaku === | === Air Tatsumaki Senpukyaku === | ||
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| notes = Forced Knockdown state; can crossup; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or Lv.1 Super); the last 11f of recovery puts Ryu in a crouching state | | notes = Forced Knockdown state; can crossup; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or Lv.1 Super); the last 11f of recovery puts Ryu in a crouching state | ||
}} | }} | ||
===== j.214KK ===== | ===== j.214KK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_j214kk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_j214kk | moveType = Special | ||
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| notes = Forced Knockdown state; can only hit crouching opponents if cancelled from 6HK; puts opponent into limited juggle state; the last 11f of recovery puts Ryu in a crouching state | | notes = Forced Knockdown state; can only hit crouching opponents if cancelled from 6HK; puts opponent into limited juggle state; the last 11f of recovery puts Ryu in a crouching state | ||
}} | }} | ||
=== High Blade Kick === | === High Blade Kick === | ||
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| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit | ||
}} | }} | ||
===== 236MK ===== | ===== 236MK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236mk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236mk | moveType = Special | ||
Line 1,673: | Line 1,761: | ||
| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit | ||
}} | }} | ||
===== 236HK ===== | ===== 236HK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236hk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236hk | moveType = Special | ||
Line 1,703: | Line 1,792: | ||
| notes = Puts opponent into limited juggle state on hit (can follow up with 623LP in corner); Punish Counter tumble state can be hit OTG | | notes = Puts opponent into limited juggle state on hit (can follow up with 623LP in corner); Punish Counter tumble state can be hit OTG | ||
}} | }} | ||
===== 236KK ===== | ===== 236KK ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236kk | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236kk | moveType = Special | ||
Line 1,733: | Line 1,823: | ||
| notes = Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head | | notes = Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head | ||
}} | }} | ||
=== Hashogeki === | === Hashogeki === | ||
Line 1,765: | Line 1,856: | ||
| notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on Counterhit/Punish Counter | | notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on Counterhit/Punish Counter | ||
}} | }} | ||
===== 214MP ===== | ===== 214MP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214mp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214mp | moveType = Special | ||
Line 1,795: | Line 1,887: | ||
| notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on Counterhit/Punish Counter | | notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on Counterhit/Punish Counter | ||
}} | }} | ||
===== 214HP ===== | ===== 214HP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214hp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214hp | moveType = Special | ||
Line 1,825: | Line 1,918: | ||
| notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on any hit | | notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on any hit | ||
}} | }} | ||
===== 214PP ===== | ===== 214PP ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214pp | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214pp | moveType = Special | ||
Line 1,855: | Line 1,949: | ||
| notes = Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles | | notes = Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles | ||
}} | }} | ||
===== 214P(charged) ===== | ===== 214P(charged) ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214p(charged) | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214p(charged) | moveType = Special | ||
Line 1,885: | Line 1,980: | ||
| notes = Strike hitbox but can nullify 2-hit meterless projectile; puts opponent into spinning juggle state on hit | | notes = Strike hitbox but can nullify 2-hit meterless projectile; puts opponent into spinning juggle state on hit | ||
}} | }} | ||
===== 214PP(charged) ===== | ===== 214PP(charged) ===== | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214pp(charged) | moveType = Special | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214pp(charged) | moveType = Special | ||
Line 1,915: | Line 2,011: | ||
| notes = 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; +14 after crumple before opponent becomes airborne | | notes = 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; +14 after crumple before opponent becomes airborne | ||
}} | }} | ||
=== Denjin Charge === | === Denjin Charge === | ||
Line 1,947: | Line 2,044: | ||
| notes = Charges up next fireball-based move (Hadoken, Hashogeki, Shinku Hadoken) into a more powerful Denjin version | | notes = Charges up next fireball-based move (Hadoken, Hashogeki, Shinku Hadoken) into a more powerful Denjin version | ||
}} | }} | ||
== Super Arts == | == Super Arts == | ||
Line 1,979: | Line 2,077: | ||
| notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen | | notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | ||
| input = 236236P | | input = 236236P | ||
Line 2,040: | Line 2,139: | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin | moveType = Super | ||
| input = 214214P | | input = 214214P | ||
Line 2,069: | Line 2,169: | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_lv2 | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_lv2 | moveType = Super | ||
| input = 214214P (hold) | | input = 214214P (hold) | ||
Line 2,098: | Line 2,199: | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin_lv2 | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin_lv2 | moveType = Super | ||
| input = 214214P (hold) | | input = 214214P (hold) | ||
Line 2,127: | Line 2,229: | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_lv3 | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_lv3 | moveType = Super | ||
| input = 214214P (hold) | | input = 214214P (hold) | ||
Line 2,156: | Line 2,259: | ||
| notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin_lv3 | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_214214p_denjin_lv3 | moveType = Super | ||
| input = 214214P (hold) | | input = 214214P (hold) |
Revision as of 08:45, 3 March 2023
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
6HP
4HP
4HK
6HK
Target Combos
MP>LK
MP>LK>HK
HP>HK
Universal Mechanics
Throws
LPLK
4LPLK
Drive Moves
HPHK
Ryu
Ryu_hphk
|
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HPHK Shingeki
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. |
6HPHK
Ryu
Ryu_6hphk
|
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6HPHK Chest Strike
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
Ryu
Ryu_mpmk
|
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MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
Ryu
Ryu_66
|
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66 Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK
Special Moves
Hadoken
236LP
236MP
Ryu
Ryu_236mp
|
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---|---|---|---|---|---|
236MP Hadoken
|
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![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 33 | 31 | 27 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
1-hit projectile, medium speed |
236HP
Ryu
Ryu_236hp
|
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---|---|---|---|---|---|
236HP Hadoken
|
|||||
![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 35 | 31 | 27 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
-5 | -9 | ||||
Notes | |||||
1-hit projectile, fast speed |
236PP
236P(charged)
236PP(charged)
Shoryuken
623LP
623MP
623HP
623PP
Tatsumaki Senpukyaku
214LK
214MK
214HK
214KK
Air Tatsumaki Senpukyaku
j.214K
j.214KK
High Blade Kick
236LK
236MK
236HK
236KK
Hashogeki
214LP
214MP
214HP
214PP
214P(charged)
214PP(charged)
Denjin Charge
22P
Super Arts
236236P
214214P
236236K
236236K(CA)