Street Fighter 6/Ryu/Combos: Difference between revisions

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|-|Light Starter=
|-|Light Starter=
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Normal Hit
    | Header = Normal Hit
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} >  
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}} / {{clr|9|623HP}} || Anywhere || 1270 / 1690 || - || Difficulty: {{clr|10|Very Easy}}
{{clr|7|214LK}} / {{clr|9|623HP}}
Your basic light confirm.
        | Position  = Anywhere
|-
        | Damage    = 1270 / 1690
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || - || Difficulty: {{clr|10|Very Easy}}
        | Drive      = 0
{{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} from cancel, but {{clr|7|2LP}} has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from {{clr|8|MK Tatsu}}.
        | Super      = 0
|-
        | Difficulty = {{clr|10|Very Easy}}
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} || Corner || 2250 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}}
        | Notes      = Your basic light confirm.
An {{clr|10|OD}} extension from the same basic {{clr|7|Light}} confirm vs a cornered opponent. {{clr|10|OD Tatsu}} also allows extensions with a linked {{clr|4|Parry Drive Rush}} (see ''Drive Rush Combos'' below).
        |}}
|}
        {{SF6-ComboTableItem
 
        | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} >  
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
{{clr|8|214MK}}
|+ Counter Hit
        | Position  = Anywhere  
|-
        | Damage    = 1340
! Combo !! Position !! Damage !! Drive Usage !! Notes
        | Drive      = 0
|-
        | Super      = 0
| CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} || Anywhere || 1430 || - || Difficulty: {{clr|7|Easy}}
        | Difficulty = {{clr|10|Very Easy}}
Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} allows a link into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockback from this allows Ryu some space with which to stock a Denjin Charge (at -17, this Denjin Charge setup can be situationally punished by certain characters, e.g. Cammy with {{clr|10|Super 3}} stocked). {{clr|7|LK Donkey Kick}} is punishable on block (-11), so this ender must be confirmed from the counter-hit link into {{clr|7|5LK}}.  
        | Notes      = {{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} from cancel, but {{clr|7|2LP}} has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from {{clr|8|MK Tatsu}}.
|-
        |}}
| CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} / {{clr|8|5MP}} > {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 1780 / 2380 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
        {{SF6-ComboTableItem
Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} is slightly longer and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled from {{clr|8|2MP}}/{{clr|8|5MP}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's {{clr|10|Super 3}}, but only just).
        | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} >  
|-
{{clr|10|214KK}}, {{clr|9|623HP}}
| CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} > Denjin 214P, {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere / Corner || 2170 / 2310 / 2520 || - || Difficulty: {{clr|7|Easy}}
        | Position  = Corner
A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from {{clr|7|Light}} normals: with a counter-hit {{clr|7|2LP}}/{{clr|7|5LP}}, it is possible to route into DC Hasho via a linked {{clr|8|Medium Punch}}. All of Ryu's specials can be combo'd after a DC Hasho launch without the aid of {{clr|4|Parry Drive Rush}}, but the three listed here ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options.
        | Damage    = 2250
|}
        | Drive      = {{drive sf6}}{{drive sf6}}
 
        | Super      = 0
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
        | Difficulty = {{clr|10|Very Easy}}
|+ Punish Counter
        | Notes      = An {{clr|10|OD}} extension from the same basic {{clr|7|Light}} confirm vs a cornered opponent. {{clr|10|OD Tatsu}} also allows extensions with a linked {{clr|4|Parry Drive Rush}} (see ''Drive Rush Combos'' below).
|-
        |}}
! Combo !! Position !! Damage !! Drive Usage !! Notes
    }}
|-
    {{SF6-ComboTable
| PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 1690 / 1930 / 2290 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
    | Header = Counter Hit
Punish Counter allows {{clr|7|2LP}}/{{clr|7|5LP}} to link into the 8-frame startup {{clr|8|2MK}}. This is most useful as a punish vs moves that leave the opponent at or ''slightly farther than'' close-range at ''variable'' frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from {{clr|7|5LP}} (which has greater range than {{clr|7|2LP}}) very practical.
    | Items =
|-
        {{SF6-ComboTableItem
| PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} || Anywhere || 1170 / 2060 / 2880 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} / {{clr|9|Hard}}
        | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} >  
Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Swagger Step (which can be safe if spaced but is usually -5 or -6) and Chun-Li's {{clr|10|OD Hazanshu}} (which is almost always punishable with {{clr|7|5LK}}). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.
{{clr|7|236LK}}
|}
        | Position  = Anywhere
 
        | Damage    = 1430
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockback from this allows Ryu to stock a Denjin Charge (at -17, this can be punished by certain moves, e.g. Cammy's {{clr|10|Super 3}}). {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}.  
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} /  
{{clr|8|5MP}} > {{clr|8|236MK}} / ({{clr|10|236KK}},  
{{clr|9|623HP}})
        | Position  = Anywhere / Midscreen
        | Damage    = 1780 / 2380
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} is slightly longer and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled from {{clr|8|2MP}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's {{clr|10|Super 3}}, but only just).
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} >  
Denjin 214P, {{clr|8|214MK}} / {{clr|8|236MK}} /  
{{clr|9|623HP}}
        | Position  = Anywhere / Corner
        | Damage    = 2170 / 2310 / 2520
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from {{clr|7|Light}} normals: with a counter-hit {{clr|7|2LP}}/{{clr|7|5LP}}, it is possible to route into DC Hasho via a linked {{clr|8|Medium Punch}}. All of Ryu's specials can be combo'd after the launch without the aid of {{clr|4|Parry Drive Rush}}, but the three here ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Punish Counter
    | Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} /
({{clr|10|236KK}}, {{clr|9|623HP}})
        | Position  = Anywhere / Midscreen
        | Damage    = 1690 / 1930 / 2290
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Punish Counter allows {{clr|7|2LP}}/{{clr|7|5LP}} to link into the 8-frame startup {{clr|8|2MK}}. This is most useful as a punish vs moves that leave the opponent at or ''slightly farther than'' close-range at ''variable'' frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from {{clr|7|5LP}} (which has greater range than {{clr|7|2LP}}) very practical.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}},  
{{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}},  
dash forward, {{clr|9|2HP}} > {{clr|9|623HP}}
        | Position  = Anywhere
        | Damage    = 1170 / 2060 / 2880
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}} / {{clr|9|Hard}}
        | Notes      = Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Swagger Step (which can be safe if spaced but is usually -5 or -6) and Chun-Li's {{clr|10|OD Hazanshu}} (which is almost always punishable with {{clr|7|5LK}}). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.
        |}}
    }}
|-|Medium Starter=
|-|Medium Starter=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Normal Hit
    | Header = Normal Hit
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      =  {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
| {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere || 1220 / 1380 / 1980 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}} / {{clr|7|Easy}}
        | Position  = Anywhere
Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly.
        | Damage    = 1220 / 1380 / 1980
|-
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
| {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || - || Difficulty: {{clr|10|Very Easy}}
        | Super      = 0
This is a consistent combo that works when you aren't ''right'' next to the opponent. {{clr|8|5MP}} has enough frame advantage on hit to link a {{clr|8|2MP}} afterwards.
        | Difficulty = {{clr|10|Very Easy}} / {{clr|7|Easy}}
|-
        | Notes      = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly.
| {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} || Anywhere || 2440 / 2520 || - || Difficulty: {{clr|10|Very Easy}}
        |}}
You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into {{clr|9|HK Donkey Kick}}.  
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
| {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} || Corner || 3210 || {{clr|7|Easy}} || This is your highest damage meterless combo without a jump-in PERIOD.
        | Position  =  Anywhere
|}
        | Damage    = 1920 / 2080 / 2320
 
        | Drive      = 0
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
        | Super      = 0
|+ Counter Hit
        | Difficulty = {{clr|10|Very Easy}}
|-
        | Notes      = This is a consistent combo that works when you aren't ''right'' next to the opponent. {{clr|8|5MP}} has enough frame advantage on hit to link a {{clr|8|2MP}} afterwards.
! Combo !! Position !! Damage !! Drive Usage !! Notes
        |}}
|-
        {{SF6-ComboTableItem
| CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere || 1940 / 2100 / 2700 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
        | Combo      = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}}  
This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo once the counter-hit is confirmed.
        | Position  = Anywhere
|-
        | Damage    = 2440 / 2520
| CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} || Anywhere || 1620 || - || Difficulty: {{clr|7|Easy}}
        | Drive      = 0
Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty {{clr|9|5HP}} in this instance. See ''Advanced/Niche Combos'' below for more meaty setups and possible combos.
        | Super      = 0
|}
        | Difficulty = {{clr|10|Very Easy}}
 
        | Notes      = You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into {{clr|9|HK Donkey Kick}}.  
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
        |}}
|+ Punish Counter
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}}
! Combo !! Position !! Damage !! Drive Usage !! Notes
        | Position  = Corner
|-
        | Damage    = 3210
| PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} || Anywhere || 2400 || - || Difficulty: {{clr|7|Easy}}
        | Drive      = 0
TBD
        | Super      = 0
|}
        | Difficulty = {{clr|7|Easy}}  
 
        | Notes      = This is your highest damage meterless combo without a jump-in PERIOD.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Counter Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
        | Position  = Anywhere
        | Damage    = 1940 / 2100 / 2700
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo once the counter-hit is confirmed.
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}}
        | Position  = Anywhere
        | Damage    = 1620
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty {{clr|9|5HP}} in this instance. See ''Advanced/Niche Combos'' below for more meaty setups and possible combos.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Punish Counter
    | Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}}
        | Position  = Anywhere
        | Damage    = 2400
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = TBD
        |}}
    }}
|-|Heavy Starter=
|-|Heavy Starter=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Normal Hit
    | Header = Normal Hit
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
| {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 2120 / 2280 / 2520 || - || Difficulty: {{clr|7|Easy}}
        | Position  = Anywhere
A meterless link from Ryu's {{clr|9|5HK}}: this is unlikely to be landed in neutral due to {{clr|9|5HK}} whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see ''Drive Impact and Stun Combos'').
        | Damage    = 2120 / 2280 / 2520
|-
        | Drive      = 0
| {{clr|9|5HP}} > any special, super, Drive Rush cancel, etc. || Anywhere || Variable || Variable || Difficulty: {{clr|9|Hard}}
        | Super      = 0
What's going on here? The purpose of this "combo" is that {{clr|9|5HP}} is a viable ''one-hit-confirm''; the cancel window is extended beyond the connecting frame and gives enough time to visually confirm if the opponent blocked or was hit before following through. It is a very common feature of high-level Ryu play to fish for stray hits with {{clr|9|5HP}} and confirm into a high-damage combo.
        | Difficulty = {{clr|7|Easy}}
|-
        | Notes      = A meterless link from Ryu's {{clr|9|5HK}}: this is unlikely to be landed in neutral due to {{clr|9|5HK}} whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see ''Drive Impact and Stun Combos'').
| {{clr|9|6HK}} > {{clr|10|214KK}} || Anywhere || 2300 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}}
        |}}
Another one-hit-confirm? The same logic as with Ryu's {{clr|9|5HP}} confirm applies here, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}.
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|9|6HK}} > {{clr|10|214KK}}
| {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || - || Difficulty: {{clr|10|Very Easy}}
        | Position  = Anywhere
Solar Plexus Strike ({{clr|9|6HP}}) allows a link into {{clr|8|2MP}}. {{clr|9|HP Shoryuken}} is your highest damage meterless combo ender from this link. {{clr|8|MK Tatsu}} gives you corner carry and oki.
        | Damage    = 2300
|-
        | Drive      = {{drive sf6}}{{drive sf6}}
| {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || - || Difficulty: {{clr|7|Easy}}
        | Super      = 0
{{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only dash forward and {{clr|7|Jab}} if they Back-Rise.
        | Difficulty = {{clr|9|Hard}}
|-
        | Notes      = This is a viable one-hit confirm, similar to Ryu's {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}.  
| ({{clr|9|6HP}}, {{clr|8|5MP}}) / ({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}.
        |}}
|}
        {{SF6-ComboTableItem
 
        | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
        | Position  = Anywhere
|+ Counter Hit
        | Damage    = 1910/2260
|-
        | Drive      = 0
! Combo !! Position !! Damage !! Drive Usage !! Notes
        | Super      = 0
|-
        | Difficulty = {{clr|10|Very Easy}}
| CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) || Anywhere / Corner || 2510 / 3170 || - || Difficulty: {{clr|7|Easy}}
        | Notes      = Solar Plexus Strike ({{clr|9|6HP}}) allows a link into {{clr|8|2MP}}. {{clr|9|HP Shoryuken}} is your highest damage meterless combo ender from this link. {{clr|8|MK Tatsu}} gives you corner carry and oki.
If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage.
        |}}
|}
        {{SF6-ComboTableItem
 
        | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
        | Position  = Anywhere
|+ Punish Counter
        | Damage    = 2030/2090
|-
        | Drive      = 0
! Combo !! Position !! Damage !! Drive Usage !! Notes
        | Super      = 0
|-
        | Difficulty = {{clr|7|Easy}}
| PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3433 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Notes      = {{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only dash forward and {{clr|7|Jab}} if they Back-Rise.
A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total).
        |}}
|-
        {{SF6-ComboTableItem
| PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 3000 / 3360 || - / {{drive sf6}} || Difficulty: {{clr|7|Easy}}
        | Combo      = ({{clr|9|6HP}}, {{clr|8|5MP}}) / ({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}
An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable.
        | Position  = Midscreen
|-
        | Damage    = 2600/2980
|{{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 3690 || {{clr|4|Medium}} || Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent.
        | Drive      = 0
|}
        | Super      = 0 / 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Counter Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}})
        | Position  = Anywhere / Corner
        | Damage    = 2510 / 3170
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Punish Counter
    | Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}}
        | Position  = Corner
        | Damage    = 3433
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total).
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
        | Position  = Anywhere / Midscreen
        | Damage    = 3000 / 3360
        | Drive      = 0 / {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable.
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}
        | Position  = Corner
        | Damage    = 3690
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|4|Medium}}
        | Notes      = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent.
        |}}
    }}
</tabber>
</tabber>


Line 142: Line 280:
|-|SA1: Shinkuu Hadoken=
|-|SA1: Shinkuu Hadoken=
Ryu's {{clr|10|Super Art 1}}, ''Shinkuu Hadoken'' can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner.  
Ryu's {{clr|10|Super Art 1}}, ''Shinkuu Hadoken'' can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner.  
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ SA1 Combo Routes
    | Header = SA1 Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|10|236PP}}, {{clr|10|236236P}}
| {{clr|10|236PP}}, {{clr|10|236236P}} || Corner || 2400 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Position  = Corner
A corner-only juggle from {{clr|10|OD Hadoken}}. Two ideal starters to fish for this combo with are {{clr|7|5LK}} and {{clr|9|5HP}}, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the {{clr|10|OD Hadoken}} knockback for the {{clr|10|Super Art 1}} to reliably connect afterwards  
        | Damage    = 2400
|-
        | Drive      = {{drive sf6}}{{drive sf6}}
| {{clr|10|214KK}}, {{clr|10|236236P}} || Corner || 3000 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
        | Super      = 1
Another corner-only juggle into {{clr|10|Super Art 1}}, this time from {{clr|10|OD Tatsu}}. This is relatively easy to combo into, as {{clr|10|OD Tatsu}} is comboable from Ryu's {{clr|7|Light} normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.
        | Difficulty = {{clr|8|Medium}}
|-
        | Notes      = A corner-only juggle from {{clr|10|OD Hadoken}}. Two ideal starters to fish for this combo with are {{clr|7|5LK}} and {{clr|9|5HP}}, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the {{clr|10|OD Hadoken}} knockback for the {{clr|10|Super Art 1}} to reliably connect afterwards  
| ({{clr|9|214HP}} or Denjin Charged 214P), [INSERT COMBO HERE], {{clr|10|236236P}} || Anywhere || Variable || Variable || Difficulty: Variable
        |}}
This is not a placeholder: Ryu has numerous juggle routes following a {{clr|9|HP Hashogeki}} or Denjin Charged Hashogeki launch, and {{clr|10|Super Art 1}} can fit very neatly at the end of them, often as the only move he has that will reach. Many of these involve different numbers of {{clr|4|Parry Drive Rushes}} and are too numerous to list here. See ''Advanced/Niche Combos'' below for more info on Hashogeki juggle routes.
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|10|214KK}}, {{clr|10|236236P}}
| Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || - || Difficulty: {{clr|7|Easy}}
        | Position  = Corner
Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.
        | Damage    = 3000
|}
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 1
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Another corner-only juggle into {{clr|10|Super Art 1}}, this time from {{clr|10|OD Tatsu}}. This is relatively easy to combo into, as {{clr|10|OD Tatsu}} is comboable from Ryu's {{clr|7|Light}} normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.
        |}}
 
        {{SF6-ComboTableItem
        | Combo      = ({{clr|9|214HP}} or Denjin Charged 214P),  
[INSERT COMBO HERE], {{clr|10|236236P}}
        | Position  = Anywhere
        | Damage    = Variable
        | Drive      = Variable
        | Super      = Variable
        | Difficulty = Variable
        | Notes      = ''Current combo listed is a placeholder''. Ryu has numerous juggle routes following a {{clr|9|HP Hashogeki}} or Denjin Charged Hashogeki launch, and {{clr|10|Super Art 1}} can fit very neatly at the end of them, often as the only move he has that will reach. Many of these involve different numbers of {{clr|4|Parry Drive Rushes}} and are too numerous to list here. See ''Advanced/Niche Combos'' below for more info on Hashogeki juggle routes.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}}
        | Position  = Anywhere
        | Damage    = 3560
        | Drive      = 0
        | Super      = 1
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.
        |}}
    }}
|-|SA2: Shin/Denjin Hashogeki=
|-|SA2: Shin/Denjin Hashogeki=
Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}.  
Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}.  
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ SA2 Combo Routes
    | Header = SA2 Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}}
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Position  = Anywhere
Your basic route into {{clr|10|Super Art 2}}. You can charge it to level 2 if you release ''as soon as it hits the second level of charge''.
        | Damage    = 2900-3800
|-
        | Drive      = {{drive sf6}}{{drive sf6}}
| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Super      = 2
Another route into the level 2 charge that does a hair more damage.
        | Difficulty = {{clr|8|Medium}}
|-
        | Notes      = Your basic route into {{clr|10|Super Art 2}}. You can charge it to level 2 if you release ''as soon as it hits the second level of charge''.
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}}, {{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}} || Corner || 4396 - 5386 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}}
        |}}
A notable route in that {{clr|10|Super Art 2}} is used in the middle and not at the end. The crumple from Denjin Charged {{clr|10|OD Hashogeki}} allows the Super to be charged up to Level 2, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.  
        {{SF6-ComboTableItem
|}
        | Combo      = Starter > {{clr|10|236KK}} > {{clr|10|214214P}}
        | Position  = Midscreen
        | Damage    = 2940-3840
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 2
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Another route into the level 2 charge that does a hair more damage.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}},  
{{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}}
        | Position  = Corner
        | Damage    = 4396 - 5386
        | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
        | Super      = 2
        | Difficulty = {{clr|9|Hard}}
        | Notes      = A notable route in that {{clr|10|Super Art 2}} is used in the middle and not at the end. The crumple from Denjin Charged {{clr|10|OD Hashogeki}} allows the Super to be charged up to Level 2, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.  
        |}}
    }}
 
|-|SA3/CA: Shin Shoryuken=  
|-|SA3/CA: Shin Shoryuken=  
Ryu's {{clr|10|Super Art 3}}, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into {{clr|10|SA3}} for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's {{clr|10|Super Art 3}}
Ryu's {{clr|10|Super Art 3}}, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into {{clr|10|SA3}} for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's {{clr|10|Super Art 3}}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ SA3 Combo Routes
    | Header = SA3 Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}}
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} || Midscreen || 3980 - 4580 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Position  = Midscreen
A key point of Ryu's {{clr|10|Super Art 3}} cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly ''above'' Ryu. In this case, if Ryu performs the {{clr|9|HP Shoryuken}} ''too early'' after the {{clr|10|OD Donkey Kick}}, then the Super will whiff beneath the juggled opponent. The {{clr|9|HP Shoryuken}} must be performed as late as possible before the opponent hits the ground so that the {{clr|10|Super Art 3}} cancel is guaranteed to connect. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.  
        | Damage    = 3980 - 4580
|-
        | Drive      = {{drive sf6}}{{drive sf6}}
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} || Anywhere || 4179 - 4791 || {{drive sf6}}{{drive sf6}}{{drive sf6}}|| Difficulty: {{clr|8|Medium}}
        | Super      = 3
A simple DRC route into {{clr|10|Super Art 3}}, using {{clr|9|HK Donkey Kick}} as the cancel point. {{clr|9|HK Donkey Kick}} is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and {{clr|10|Super Art 3}} will whiff. Upon grounded connects such as this however, it can be relied upon to connect. ''The two starters used to test damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.
        | Difficulty = {{clr|8|Medium}}
|-
        | Notes      = A key point of Ryu's {{clr|10|Super Art 3}} cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly ''above'' Ryu. In this case, if Ryu performs the {{clr|9|HP Shoryuken}} ''too early'' after the {{clr|10|OD Donkey Kick}}, then the Super will whiff beneath the juggled opponent. The {{clr|9|HP Shoryuken}} must be performed as late as possible before the opponent hits the ground so that the {{clr|10|Super Art 3}} cancel is guaranteed to connect. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.  
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505 - 5541 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}}
        |}}
A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after {{clr|9|HK Donkey Kick}}, and a tight cancel from {{clr|7|LP Shoryuken}} into {{clr|10|Super Art 3}}.  
        {{SF6-ComboTableItem
|-
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{drive sf6}}x6 || Difficulty: {{clr|9|Hard}}
{{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}}
This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and put in a {{clr|9|HP Shoryuken}} to {{clr|10|Super Art 3}}.
        | Position  = Anywhere
|}
        | Damage    = 4179 - 4791
        | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A simple DRC route into {{clr|10|Super Art 3}}, using {{clr|9|HK Donkey Kick}} as the cancel point. {{clr|9|HK Donkey Kick}} is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and {{clr|10|Super Art 3}} will whiff. Upon grounded connects such as this however, it can be relied upon to connect. ''The two starters used to test damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
{{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 4505 - 5541
        | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after {{clr|9|HK Donkey Kick}}, and a tight cancel from {{clr|7|LP Shoryuken}} into {{clr|10|Super Art 3}}.
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} >  
{{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 6145
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and put in a {{clr|9|HP Shoryuken}} to {{clr|10|Super Art 3}}.
        |}}
    }}
</tabber>
</tabber>


Line 199: Line 407:
<tabber>
<tabber>
|-|Parry Drive Rush=
|-|Parry Drive Rush=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Parry Drive Rush, starters and combo links
    | Header = Parry Drive Rush Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} >  
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}  
{{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +1, so Ryu is not only safe but can continue to pressure.
        | Position  = Anywhere
|-
        | Damage    = 1920 / 2080 / 2320
| {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / {{clr|8|214MK}} || Anywhere || 1440 / 1370 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Drive      = {{drive sf6}}
The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn.
        | Super      = 0
|-
        | Difficulty = {{clr|8|Medium}}
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Notes      = This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +1, so Ryu is not only safe but can continue to pressure.
Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.   
        |}}
|}
        {{SF6-ComboTableItem
        | Combo      = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} >  
{{clr|7|236LK}} / {{clr|8|214MK}}
        | Position  = Anywhere
        | Damage    = 1440 / 1370
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} >  
{{clr|8|214MP}}, {{clr|9|623HP}}
        | Position  = Corner
        | Damage    = 2528-3550
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.   
        |}}
    }}
|-|Drive Rush Cancel=
|-|Drive Rush Cancel=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Drive Rush Cancel combos
    | Header = Drive Rush Cancel Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} || Anywhere || 2179 - 2850 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
{{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}}
The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|7|LP Shoryuken}}, making it the superior choice in that part of the screen. ''The starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.
        | Position  = Anywhere
|-
        | Damage    = 2179 - 2850
| Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5539 / 6235 || {{drive sf6}}x6 || Difficulty: {{clr|7|Easy}}
        | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after Punish Counter {{clr|9|5HK}} or Punish Counter Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu.
        | Super      = 0
|-
        | Difficulty = {{clr|8|Medium}}
| Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}}, {{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5438 / 6116 || {{drive sf6}}x6 || Difficulty: {{clr|8|Medium}}
        | Notes      = The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|7|LP Shoryuken}}, making it the superior choice in that part of the screen. ''The starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''.
An unusually flashy Punish Counter combo that utilises almost all of Ryu's {{clr|9|Heavy}} command normals. It looks very ''Killer Instinct'' in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes ''{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}'' loop
        |}}
|-
        {{SF6-ComboTableItem
| Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} || Corner || 5659 / 6425 || {{drive sf6}}x6 || Difficulty: {{clr|8|Medium}}
        | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
A punish combo that works will with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter).
{{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}},  
|-
{{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}}
| Punish Counter {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} > dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} || Corner || 6442/6724 || {{drive sf6}}x6 || Difficulty: {{clr|9|Hard}}
        | Position  = Anywhere
Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 282 less damage.
        | Damage    = 5539 / 6235
|}
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after Punish Counter {{clr|9|5HK}} or Punish Counter Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
{{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}},  
{{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Anywhere
        | Damage    = 5438 / 6116
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = An unusually flashy Punish Counter combo that utilises almost all of Ryu's {{clr|9|Heavy}} command normals. It looks very ''Killer Instinct'' in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes ''{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}'' loop
        |}}
        {{SF6-ComboTableItem
        | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
{{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}},  
{{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 5659 / 6425
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A punish combo that works will with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter).
        |}}
        {{SF6-ComboTableItem
        | Combo      = Punish Counter {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} >  
dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} >  
{{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 6442/6724
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 282 less damage.
        |}}
    }}
</tabber>
</tabber>


Line 239: Line 505:
<tabber>
<tabber>
|-|Drive Impact crumple=
|-|Drive Impact crumple=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Drive Impact crumple combos
    | Header = Drive Impact Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}}
| Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} || Anywhere || 2870 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|7|Easy}}
        | Position  = Anywhere
The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.
        | Damage    = 2870 (inclusive of Drive Impact hit)
|-
        | Drive      = 0
| Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} || Anywhere || 2860 (inclusive of Drive Impact hit || - || Difficulty: {{clr|7|Easy}}
        | Super      = 0
An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki, which can make its damage potentially ''explosive''.
        | Difficulty = {{clr|7|Easy}}
|-
        | Notes      = The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.
| Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 3000 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|7|Easy}}
        |}}
A corner-only meterless Drive Impact combo that utilises {{clr|8|MP Hashogeki}} to juggle the opponent and extend the combo. The {{clr|9|HP Shoryuken}} ender hits low enough that it can be combo into a {{clr|10|Super Art 3}} cancel.
        {{SF6-ComboTableItem
|-
        | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}}
| Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3340 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|8|Medium}}
        | Position  = Anywhere
The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender is a tight link, the timing of which requires some practice, but can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst.  
        | Damage    = 2860 (inclusive of Drive Impact hit
|-
        | Drive      = 0
| Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}} || Anywhere || 3312 (inclusive of Drive Impact hit) || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Super      = 0
{{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state).
        | Difficulty = {{clr|7|Easy}}
|-
        | Notes      = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''.
| Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} || Anywhere || 3590 (inclusive of Drive Impact hit) || {{drive sf6}}{{drive sf6}}|| Difficulty: {{clr|7|Easy}}
        |}}
With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}.
        {{SF6-ComboTableItem
|-
        | Combo      = Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
| Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 3770 (inclusive of Drive Impact hit} || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Position  = Corner
This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|8|MP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}.
        | Damage    = 3000 (inclusive of Drive Impact hit)
|}
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = A corner-only meterless Drive Impact combo that utilises {{clr|8|MP Hashogeki}} to juggle the opponent and extend the combo. The {{clr|9|HP Shoryuken}} ender hits low enough that it can be combo into a {{clr|10|Super Art 3}} cancel.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P,  
{{clr|8|214MP}}, {{clr|7|623LP}}
        | Position  = Corner
        | Damage    = 3340 (inclusive of Drive Impact hit)
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender is a tight link, the timing of which requires some practice, but can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst.  
        |}}
        {{SF6-ComboTableItem
        | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P,  
{{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}}
        | Position  = Anywhere
        | Damage    = 3312 (inclusive of Drive Impact hit)
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = {{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state).
        |}}
        {{SF6-ComboTableItem
        | Combo      = Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}},  
{{clr|9|5HP}} > {{clr|9|623HP}}
        | Position  = Anywhere
        | Damage    = 3590 (inclusive of Drive Impact hit)
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}},  
dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
        | Position  = Corner
        | Damage    = 3770 (inclusive of Drive Impact hit}
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|8|MP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}.
        |}}
    }}
|-|Wall Splat=
|-|Wall Splat=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Wall Splat combos
    | Header = Wall Splat Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = Wall Splat, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
| Wall Splat, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2176 || - || Difficulty: {{clr|7|Easy}}
        | Position  = Corner
Most damage for nothing off a Wall Splat. Except for...
        | Damage    = 2176
|-
        | Drive      = 0
| Wall Splat, {{clr|9|5HP}} > Denjin Charged 214P, forward jump, {{clr|8|j.MP}} (2nd hit) > ( Aerial Tatsumaki / {{clr|10|OD Aerial Tatsumaki}}, {{clr|10|Super 1}} or {{clr|10|3}} || Corner || 2232 / 3288 / 4568 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
        | Super      = 0
Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as {{clr|7|LP Shoryuken}} will not combo after {{clr|9|HK Donkey Kick}} following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost
        | Difficulty = {{clr|7|Easy}}
|}
        | Notes      = Most damage for nothing off a Wall Splat. Except for...
        |}}
        {{SF6-ComboTableItem
        | Combo      = Wall Splat, {{clr|9|5HP}} > Denjin Charged 214P, forward jump,  
{{clr|8|j.MP}} (2nd hit) > ( Aerial Tatsumaki / {{clr|10|OD Aerial Tatsumaki}},  
{{clr|10|Super 1}} or {{clr|10|3}}
        | Position  = Corner
        | Damage    = 2232 / 3288 / 4568
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 1 / 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as {{clr|7|LP Shoryuken}} will not combo after {{clr|9|HK Donkey Kick}} following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost
        |}}
    }}
|-|Stun=
|-|Stun=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
    {{SF6-ComboTable
|+ Stun combos (all combos assume Drive Impact was blocked instead of hitting)
    | Header = Stun Combo Routes
|-
    | Items =
! Combo !! Position !! Damage !! Drive Usage !! Notes
        {{SF6-ComboTableItem
|-
        | Combo      = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}
| STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 2730 || - || Difficulty: {{clr|8|Medium}}
        | Position  = Corner
Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a ''{{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}'' after the jump-in before linking back into the {{clr|9|4HP}}, but this is probably not worth it for three bars unless the enemy really is ''that'' close to death.
        | Damage    = 2730
|-
        | Drive      = 0
| STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}}, {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}} || Corner || 5010 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
        | Super      = 0
Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over.
        | Difficulty = {{clr|8|Medium}}
|-
        | Notes      = Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a ''{{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}'' after the jump-in before linking back into the {{clr|9|4HP}}, but this is probably not worth it for three bars unless the enemy really is ''that'' close to death.
| STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}}, {{clr|4|Parry Drive Rush}}, {{clr|8|5MP}} > Denjin Charged 214P, forward jump, {{clr|8|j.MP}} (2nd hit) > {{clr|10|214KK}}, {{clr|10|Super Art 1}} or {{clr|10|3}} || Corner || 3512 / 4912 || {{drive sf6}}x5 || Difficulty: {{clr|8|Medium}}
        |}}
An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available.
        {{SF6-ComboTableItem
|-
        | Combo      = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}},  
| STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}} || Corner || 5298 || {{drive sf6}}x6 || Difficulty: {{clr|8|Medium}}
{{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}}
A meter dump combo using the ''{{clr|9|5HP}} > {{clr|10|DRC}}, {{clr|9|5HK}}'' loop and {{clr|10|Super Art 3}}. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.
        | Position  = Corner
|}
        | Damage    = 5010
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 3
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over.
        |}}
        {{SF6-ComboTableItem
        | Combo      = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}},  
{{clr|4|Parry Drive Rush}}, {{clr|8|5MP}} > Denjin Charged 214P, forward jump,  
{{clr|8|j.MP}} (2nd hit) > {{clr|10|214KK}}, {{clr|10|Super Art 1}} or {{clr|10|3}}
        | Position  = Corner
        | Damage    = 3512 / 4912
        | Drive      = {{drive sf6}}x5
        | Super      = 1 / 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available.
        |}}
        {{SF6-ComboTableItem
        | Combo      = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}},  
{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}},  
{{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}}
        | Position  = Corner
        | Damage    = 5298
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A meter dump combo using the ''{{clr|9|5HP}} > {{clr|10|DRC}}, {{clr|9|5HK}}'' loop and {{clr|10|Super Art 3}}. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.
        |}}
    }}
</tabber>
</tabber>


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| Recipe    =
| Recipe    =
| content    =
| content    =
*(a)
    {{SF6-ComboTable
*(b)
    | Header = Trade Combo Routes
*(c)
    | Items =
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
    }}
}}
}}


Line 368: Line 748:
| Recipe    =  
| Recipe    =  
| content    =  
| content    =  
*(a)
    {{SF6-ComboTable
*(b)
    | Header = Hashogeki Juggle Routes
*(c)
    | Items =
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
    }}
}}
}}


|-|j.MP Air-To-Air Juggles=
|-|j.MP Air-To-Air Juggles=
{{TheoryBox
{{TheoryBox
| Title      = {{clr|8|j.MP}} Air-To-Air juggles
| Title      = {{clr|8|j.MP}} Air-To-Air Juggle Routes
| Oneliner  = Making the most of air-to-airs
| Oneliner  = Making the most of air-to-airs
| Difficulty =  
| Difficulty =  
Line 385: Line 793:
| content    =
| content    =
Ryu's {{clr|8|j.MP}} puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/{{clr|10|OD Aerial Tatsu}}.  
Ryu's {{clr|8|j.MP}} puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/{{clr|10|OD Aerial Tatsu}}.  
*(a)
    {{SF6-ComboTable
*(b)
    | Header = j.MP Air-To-Air Juggles
*(c)
    | Items =
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
        {{SF6-ComboTableItem
        | Combo      = -
        | Position  = -
        | Damage    = -
        | Drive      = 0
        | Super      = 0
        | Difficulty = -
        | Notes      = -
        |}}
    }}
}}
}}
</tabber>
</tabber>

Revision as of 12:45, 24 March 2024


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

BASIC COMBOS

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK ~ 2LP ~ 5LP > 214LK / 623HP Anywhere 1270 / 1690 0 0 Very Easy Your basic light confirm.
2LK ~ 2LP ~ 2LP > 214MK Anywhere 1340 0 0 Very Easy 5LP does not combo into MK Tatsu from cancel, but 2LP has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from MK Tatsu.
2LK ~ 2LP ~ 5LP > 214KK, 623HP Corner 2250 SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy An OD extension from the same basic Light confirm vs a cornered opponent. OD Tatsu also allows extensions with a linked Parry Drive Rush (see Drive Rush Combos below).
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 2LP / 5LP, 5LK > 236LK Anywhere 1430 0 0 Easy Counter-hit 2LP/5LP links into 5LK, which combos into LK Donkey Kick: the knockback from this allows Ryu to stock a Denjin Charge (at -17, this can be punished by certain moves, e.g. Cammy's Super 3). LK Donkey Kick is punishable on block (-11), so must be confirmed from the counter-hit link into 5LK.
CH 2LP / 5LP, 2MP /

5MP > 236MK / (236KK,

623HP)
Anywhere / Midscreen 1780 / 2380 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP is slightly longer and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled from 2MP. A useful counter-hit to fish for in close-range scrambles. The knockback from MK Donkey Kick allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's Super 3, but only just).
CH 2LP / 5LP, 2MP >

Denjin 214P, 214MK / 236MK /

623HP
Anywhere / Corner 2170 / 2310 / 2520 0 0 Easy A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium Punch. All of Ryu's specials can be combo'd after the launch without the aid of Parry Drive Rush, but the three here (MK Tatsu, MK Donkey Kick and corner-only HP Shoryuken) represent the most useful and damaging options.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5LP, 2MK > 236MK / 623HP / (236KK, 623HP) Anywhere / Midscreen 1690 / 1930 / 2290 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Medium Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or slightly farther than close-range at variable frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical.
PC 5LK > 214MK / (236KK,

623HP) / (Denjin Charged 214PP,

dash forward, 2HP > 623HP
Anywhere 1170 / 2060 / 2880 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Medium / Hard Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent farther than 2LP/5LP distance from Ryu at -5 or more frame disadvantage. Two examples of this are Jamie's non-OD Swagger Step (which can be safe if spaced but is usually -5 or -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2MK > 214MK / 236MK / (236KK, 623HP) Anywhere 1220 / 1380 / 1980 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy / Easy Though 2MK combos to almost all versions of your specials on normal hit, focus mainly on these two. MK Donkey Kick is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. MK Tatsu has great corner carry. Note that any instance of MK Tatsu from here on out can be swapped with HK Tatsu for slightly more damage and a side swap, and OD Donkey Kick can buff up the damage significantly.
5MP, 2MP > 214MK / 236MK / 623HP Anywhere 1920 / 2080 / 2320 0 0 Very Easy This is a consistent combo that works when you aren't right next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards.
5MP, 4HP > 236HK / 623HP Anywhere 2440 / 2520 0 0 Very Easy You have to be point blank for the 4HP to link after the 5MP. This is best achieved after a cross-up J.MK, as the cross-up hit will pull the opponent towards Ryu as he lands. 4HP is your ONLY normal that meterlessly combos into HK Donkey Kick.
5MP > 4HP > 236HK > 623LP Corner 3210 0 0 Easy This is your highest damage meterless combo without a jump-in PERIOD.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5MP, 2MK > 214MK / 236MK / (236KK, 623HP) Anywhere 1940 / 2100 / 2700 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy This combo may be familiar if you read the Normal Hit section above, as it simply demonstrates that 5MP, allows a link to 2MK, on counter-hit and all possible follow-ups thereon. This can be useful after a short Light blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced 5MP, to intercept their mash and be prepared to link into 2MK, for a combo once the counter-hit is confirmed.
CH 5MP, 2HK, dash forward, meaty 5HP Anywhere 1620 0 0 Easy Definitely not the most damage that can be taken from a counter-hit 5MP, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in 2HK can grant some oki, with a +2 on block meaty 5HP in this instance. See Advanced/Niche Combos below for more meaty setups and possible combos.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5MP, 5HP > 236MK Anywhere 2400 0 0 Easy TBD

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK, 2MK > 214MK / 236MK / 623HP Anywhere 2120 / 2280 / 2520 0 0 Easy A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to 5HK whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see Drive Impact and Stun Combos).
6HK > 214KK Anywhere 2300 SF6 drive gauge.pngSF6 drive gauge.png 0 Hard This is a viable one-hit confirm, similar to Ryu's 5HP, with the difference that 6HK can only be canceled into OD Aerial Tatsu.
6HP, 2MP > 214MK/623HP Anywhere 1910/2260 0 0 Very Easy Solar Plexus Strike (6HP) allows a link into 2MP. HP Shoryuken is your highest damage meterless combo ender from this link. MK Tatsu gives you corner carry and oki.
6HP, 2MP, 5LK > 214MK/236LK Anywhere 2030/2090 0 0 Easy LK Donkey Kick gives you space to pop Denjin. This MK Tatsu ender does provide oki, but this oki is worsened midscreen as you can only dash forward and Jab if they Back-Rise.
(6HP, 5MP) / (5MP, 4HP) > 236KK, 4HK > 623HP Midscreen 2600/2980 0 0 / 3 Hard You can only squeeze in the 4HK if you end your starter really close to them. You CANNOT cancel the 4HK into Super Art 1. If you wanna spend super, you have to cancel into Super Art 3.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 6HP, 4HP > 236HK, (623LP) Anywhere / Corner 2510 / 3170 0 0 Easy If the opponent is counter-hit by Solar Plexus Strike (6HP), the frame advantage on-hit increases to +8, allowing either 2MK or 4HP to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into 4HP > 236HK allows a juggle with (623LP) for big damage.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 236HK, PDR, 2HP > 214MP, 623LP Corner 3433 SF6 drive gauge.png 0 Medium A preview of the combos containing Parry Drive Rush links (see Drive Rush Combos): on Punish Counter, HK Donkey Kick puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and Parry Drive Rush-enhanced normals. A simpler example is PC 236HK, 623HP' (2960 damage total).
PC 5HK, dash forward, 2HP > 623HP / (236KK, 623HP) Anywhere / Midscreen 3000 / 3360 0 / SF6 drive gauge.png 0 Easy An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter 5HK puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see Drive Rush Combos below, or HP Shoryuken > Super Art 3 cancel routes) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's bounce thus making follow-up juggles more reliable.
5HK, 4HP > 236HK, 623LP Corner 3690 0 0 Medium Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent.

SUPER ART COMBO ROUTES

Ryu's Super Art 1, Shinkuu Hadoken can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner.

SA1 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236PP, 236236P Corner 2400 SF6 drive gauge.pngSF6 drive gauge.png 1 Medium A corner-only juggle from OD Hadoken. Two ideal starters to fish for this combo with are 5LK and 5HP, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the OD Hadoken knockback for the Super Art 1 to reliably connect afterwards
214KK, 236236P Corner 3000 SF6 drive gauge.pngSF6 drive gauge.png 1 Easy Another corner-only juggle into Super Art 1, this time from OD Tatsu. This is relatively easy to combo into, as OD Tatsu is comboable from Ryu's Light normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.
(214HP or Denjin Charged 214P), [INSERT COMBO HERE], 236236P Anywhere Variable Variable Variable Variable Current combo listed is a placeholder. Ryu has numerous juggle routes following a HP Hashogeki or Denjin Charged Hashogeki launch, and Super Art 1 can fit very neatly at the end of them, often as the only move he has that will reach. Many of these involve different numbers of Parry Drive Rushes and are too numerous to list here. See Advanced/Niche Combos below for more info on Hashogeki juggle routes.
Punish Counter 236HK > 236236P Anywhere 3560 0 1 Easy Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.

Ryu's Super Art 2, Shin/Denjin Hashogeki can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to OD Donkey Kick and OD Hashogeki.

SA2 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > 214PP > 214214P Anywhere 2900-3800 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Your basic route into Super Art 2. You can charge it to level 2 if you release as soon as it hits the second level of charge.
Starter > 236KK > 214214P Midscreen 2940-3840 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Another route into the level 2 charge that does a hair more damage.
Any Medium/Heavy Starter > Denjin Charged 214PP, Parry Drive Rush, 2HP > 623HP Corner 4396 - 5386 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 2 Hard A notable route in that Super Art 2 is used in the middle and not at the end. The crumple from Denjin Charged OD Hashogeki allows the Super to be charged up to Level 2, after which they can be juggled with a Parry Drive Rush-enhanced 2HP. The Parry Drive Rush link can be omitted by just performing HP Shoryuken after the Super Art 2, making the combo easier at the cost of about 200 damage. The two starters used to measure damage were 2MK and 5HP.

Ryu's Super Art 3, Shin Shoryuken can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in HP Shoryuken or HK Donkey Kick, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's Super Art 3

SA3 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > 236KK, HP Shoryuken > 236236K Midscreen 3980 - 4580 SF6 drive gauge.pngSF6 drive gauge.png 3 Medium A key point of Ryu's Super Art 3 cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly above Ryu. In this case, if Ryu performs the HP Shoryuken too early after the OD Donkey Kick, then the Super will whiff beneath the juggled opponent. The HP Shoryuken must be performed as late as possible before the opponent hits the ground so that the Super Art 3 cancel is guaranteed to connect. The two starters used to measure damage were 2MK and 5HP.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK > 236236K Anywhere 4179 - 4791 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 3 Medium A simple DRC route into Super Art 3, using HK Donkey Kick as the cancel point. HK Donkey Kick is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and Super Art 3 will whiff. Upon grounded connects such as this however, it can be relied upon to connect. The two starters used to test damage were 2MK and 5HP.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 4505 - 5541 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 3 Hard A high damage level 3 corner combo. It has a link between 5HP and 4HP, after HK Donkey Kick, and a tight cancel from LP Shoryuken into Super Art 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 6145 SF6 drive gauge.pngx6 3 Hard This is only possible on a jump-in, Shoryuken punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the HK Donkey Kick and LP Shoryuken and put in a HP Shoryuken to Super Art 3.

DRIVE RUSH COMBOS

Parry Drive Rush Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PDR, 6MP, 5MP > 214MK / 236MK / 623HP Anywhere 1920 / 2080 / 2320 SF6 drive gauge.png 0 Medium This is a core part of your Drive Rush high-low strike mixup, 2MK being the other. On block, the Parry Drive Rush-enhanced 6MP is +1, so Ryu is not only safe but can continue to pressure.
PDR, 2MK, 5LK > 236LK / 214MK Anywhere 1440 / 1370 SF6 drive gauge.png 0 Medium The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the Parry Drive Rush-enhanced 2MK is -2 on block, which is safe but still allows the opponent to take their turn.
Starter > 214KK, PDR, 5MP > 214MP, 623HP Corner 2528-3550 SF6 drive gauge.png 0 Medium Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.

Drive Rush Cancel Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK / 623HP Anywhere 2179 - 2850 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 0 Medium The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from 4HP to HP Shoryuken can be finicky but becomes easier after some practice. In the corner, HK Donkey Kick can juggle into LP Shoryuken, making it the superior choice in that part of the screen. The starters used to measure damage were 2MK and 5HP.
Punish Counter (Drive Impact OR 5HK), 5HP >

DRC, 5HK > 5HP > DRC,

5HK > 5HP > 623HP > 236236K
Anywhere 5539 / 6235 SF6 drive gauge.pngx6 3 Easy Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after Punish Counter 5HK or Punish Counter Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is the bread-and-butter meter dump combo for Ryu.
Punish Counter (Drive Impact OR 5HK), 5HP >

DRC, 5HP, 4HP > DRC, 6HP,

4HK (2nd hit) > 623HP > 236236K
Anywhere 5438 / 6116 SF6 drive gauge.pngx6 3 Medium An unusually flashy Punish Counter combo that utilises almost all of Ryu's Heavy command normals. It looks very Killer Instinct in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes 5HP > DRC, 5HK loop
Punish Counter (Drive Impact OR 5HK), 5HP >

DRC, 5HK, 5HP > DRC, 5HP,

4HP > 236HK, 623LP > 236236K
Corner 5659 / 6425 SF6 drive gauge.pngx6 3 Medium A punish combo that works will with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the 236HK, 623LP can be replaced with 623 HP for 162/241 less damage (depending on the starter).
Punish Counter 236HK, PDR, 4HP >

dj. 214P, PDR, 5HP > DRC, dl.5HP >

DRC, dl.4HP > 236MK, 623HP > 236236K
Corner 6442/6724 SF6 drive gauge.pngx6 3 Hard Highly optimized Level 3 + Drive dump 236HK combo that requires Denjin Charge. The 4HP needs to be delayed enough to reach the highest possible juggle and still be cancelable, or 623HP will miss. Can replace the 236MK juggle with 236HK > 236236K for a much easier combo at 282 less damage.

DRIVE IMPACT AND STUN COMBOS

Drive Impact Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Drive Impact crumple, 5HK, 2MK > 623HP Anywhere 2870 (inclusive of Drive Impact hit) 0 0 Easy The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the 2MK > 623HP after 5HK can be made easier by using the 323 DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.
Drive Impact crumple, 6HP, 2MP > 623HP Anywhere 2860 (inclusive of Drive Impact hit 0 0 Easy An alternative route for the combo above, they are both meterless, begin with a Heavy starter, and end with HP Shoryuken. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki from 2MP, which can make its damage potentially explosive.
Drive Impact crumple, dash forward, 2HP > 214MP, 623HP Corner 3000 (inclusive of Drive Impact hit) 0 0 Easy A corner-only meterless Drive Impact combo that utilises MP Hashogeki to juggle the opponent and extend the combo. The HP Shoryuken ender hits low enough that it can be combo into a Super Art 3 cancel.
Drive Impact crumple, 6HP, 2MP > Denjin Charged 214P, 214MP, 623LP Corner 3340 (inclusive of Drive Impact hit) 0 0 Medium The aforementioned Solar Plexus Strike (6HP) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The LP Shoryuken ender is a tight link, the timing of which requires some practice, but can also be canceled into Super Art 3 for a huge damage burst.
Drive Impact crumple, 6HP, 2MP > Denjin Charged 214P, Parry Drive Rush, 5HP > 623HP Anywhere 3312 (inclusive of Drive Impact hit) SF6 drive gauge.png 0 Medium Parry Drive Rush can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is 5HP > HP Shoryuken (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as 5HP > LP Hashogeki, 2HK exist and do similar damage, for more of which see Advanced/Niche Combos below (note that the 2HK does not give a Hard Knockdown, as the opponent is already in a juggle state).
Drive Impact crumple, 5HK, 2MK > Denjin Charged 214PP, 5HP > 623HP Anywhere 3590 (inclusive of Drive Impact hit) SF6 drive gauge.pngSF6 drive gauge.png 0 Easy With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the HP Shoryuken ender into Super Art 3.
Drive Impact crumple, 5HK, 2MK > Denjin Charged 214PP, dash forward, 2HP > 214MP, 623HP Corner 3770 (inclusive of Drive Impact hit} SF6 drive gauge.pngSF6 drive gauge.png 0 Medium This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an airborne and juggleable state. This delay is achieved by the use of a forward dash before the 2HP, followed by a corner juggle with MP Hashogeki into HP Shoryken. This can also be canceled into Super Art 3.

Wall Splat Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Wall Splat, 5HP > 214MP, 623HP Corner 2176 0 0 Easy Most damage for nothing off a Wall Splat. Except for...
Wall Splat, 5HP > Denjin Charged 214P, forward jump,

j.MP (2nd hit) > ( Aerial Tatsumaki / OD Aerial Tatsumaki,

Super 1 or 3
Corner 2232 / 3288 / 4568 0 / SF6 drive gauge.pngSF6 drive gauge.png 1 / 3 Medium Without spending Drive on the OD Aerial Tatsumaki, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, 5HP > HK Donkey Kick does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as LP Shoryuken will not combo after HK Donkey Kick following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's Super Art 1 or even Super Art 3 for a big damage boost

Stun Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
STUN, Denjin Charge, j.HP, 4HP > 236HK, 623LP Corner 2730 0 0 Medium Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a 4HP > DRC, 5HP after the jump-in before linking back into the 4HP, but this is probably not worth it for three bars unless the enemy really is that close to death.
STUN, Denjin Charge, j.HP, 5HP > Denjin Charged 214PP, 214HP, 214LP, 623LP > Super Art 3 Corner 5010 SF6 drive gauge.pngSF6 drive gauge.png 3 Easy Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over.
STUN, Denjin Charge, j.HK, 5HK, 2MK > 214KK,

Parry Drive Rush, 5MP > Denjin Charged 214P, forward jump,

j.MP (2nd hit) > 214KK, Super Art 1 or 3
Corner 3512 / 4912 SF6 drive gauge.pngx5 1 / 3 Hard An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case Super Art 3 is not available.
STUN, Denjin Charge, j.HK, 5HP > Denjin Charged 214PP,

5HP > DRC, 5HK, 5HP > DRC, 5HP,

4HP > 236HK, 623LP > Super Art 3
Corner 5298 SF6 drive gauge.pngx6 3 Medium A meter dump combo using the 5HP > DRC, 5HK loop and Super Art 3. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.

ADVANCED/NICHE COMBOS

Meaty Combos w/ FramekillsUnique combos from oki setups


Ryu gets relatively scant oki compared to other characters (most notably, his offence-oriented counterpart Ken), but many of his knockdowns allow for meaty setups that can open up new combos. The following is a list of common and sometimes rare knockdown situations with descriptions of potential meaty-only combos and secondary uses for said situation (e.g. safejabs, meaty throws).

Meaty Combo Routes
Combo Position Hit Adv. CH Adv. Block Adv. Notes
2HK, dash forward, meaty 5HP Anywhere +7 +9 +2 A setup that is guaranteed after every regular sweep.

If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of 5HP gives more than enough time to confirm if the opponent was counter-hit, which allows a 5HP, 2HP link for big damage; otherwise, 5HP, 2MP is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup.

2HK, Parry Drive Rush, 6MP Anywhere +7 +9 +2 A Parry Drive Rush meaty overhead setup after a regular sweep.

At the expense of 1 SF6 drive gauge.png, a meaty Parry Drive Rush-enhanced 6MP that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as 2MK, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. NOTE: meaty Solar Plexus Strike (5HP) is also possible here and is +5 on block, allowing frametraps with Mediums, but is not that rewarding relative to the overhead/low/bait mixup

Punish Counter 2HK, (whiff 214LP, meaty 5HP) OR (whiff 5HP, meaty 214LP) Anywhere +6 +8 / Launch +1 A setup for after a Punish Counter sweep.

If you score a whiff punish with a sweep, you need a different framekill for a similar meaty 5HP setup, with the aid of a whiffed LP Hashogeki. Unfortunately, this hits 1 frame less deep into the 5HP active frames, giving Ryu less advantage on block and disallowing the 5HP, 2HP link, but the 5HP, 2MP link is still guaranteed on hit or counter hit. The cheeky part is that if the framekill and meaty are reversed, this allows a meaty LP Hashogeki. Aside from being plus on block and comboable on hit (this time with 5LK > LK Donkey Kick), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of Parry Drive Rush or a simple juggle into MK Tatsu or MK Donkey Kick.

Punish Counter 2HK, whiff 6HK, meaty 5MP Anywhere +10 +12 +2 An alternative setup for after a Punish Counter sweep.

This setup takes advantage of the innate frame advantage of 5MP on hit to allow a link to to the 10-frame startup 5HP on regular hit or counter-hit. As it hits on the final active frame of 5MP, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into CH 5LP, 5LK.

(214LK, whiff 2MP) OR (623HP, whiff 2LK), meaty 5HP Corner +7 +9 +2 A corner-only setup after any combo that ends in LK Tatsu or HP Shoryuken.

As LK Tatsu and HP Shoryuken can both be comboed into from the same Light confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty 5HP timing as after a regular sweep.

214MK, whiff 5LK, meaty Throw/5LP Corner +17 (throw adv.) / +6 +17 (throw adv.) / +8 +17 (throw adv.) / +1 A corner-only setup for meaty throw/safejab.

A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's Super Art 2 Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective Super Art 1's and Ed's OD Psycho Uppercut (JP's 8-frame startup Super Art 1 will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then 2MP will always combo after the safejab on regular or counter-hit.

Super Art 1 OR Denjin Charged Super Art 1, dash forward, meaty 5MP Corner +9 / +10 +11 / +12 +1 / +2 A corner-only setup following a Super Art 1 connect

This demonstrates a curious phenomenon with Ryu's Super Art 1: if Ryu has Denjin Charge, Shinkuu Hadoken is buffed to Denjin Hadoken, which does more damage and consumes Ryu's Denjin Charge; this buffed version of Super Art 1 gives Ryu a single extra frame of advantage post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a grounded connect, juggles will increase the respective frame advantage post-knockdown and may lead to the 5MP failing to hit, such as after 214KK, Denjin Charged Super Art 1.


Trade Combos w/ SetupsCapitalising off favourable trades


Trade Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -
- - - 0 0 - -
- - - 0 0 - -

Hashogeki Juggle RoutesMidscreen and Corner


Hashogeki Juggle Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -
- - - 0 0 - -
- - - 0 0 - -

j.MP Air-To-Air Juggle RoutesMaking the most of air-to-airs


Ryu's j.MP puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/OD Aerial Tatsu.

j.MP Air-To-Air Juggles
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -
- - - 0 0 - -
- - - 0 0 - -



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