Street Fighter 6/Ryu/Matchups: Difference between revisions

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;Quick Summary:
;Quick Summary:
* A.K.I. is great at snowballing from small hits with her great meterless oki and Toxic Blossom, her unique combo extender on poisoned opponents, leading to huge burst damage. Though her bizarre hit and run playstyle can be disconcerting when you start playing competent A.K.I.s, it's not too bad once you get used to it. She's primarily going to rely on her strong grounded game and unique approach/disengagement tools to try and smother you. Pay attention to the A.K.I.'s habits when at full screen so you don't explode from a slide Dive. {{clr|H|5HP}} is still the god button but make sure that you are using lower hitting pokes such as {{clr|M|2MP}} and {{clr|M|2MK}} to cover her various low profile options that let her either escape or punish you with a combo. She can also punish fireballs in a few ways, but having Denjin stocked makes her have to guess if they will work on reaction.
A.K.I. is great at snowballing from small hits with her great meterless oki and Toxic Blossom, her unique combo extender on poisoned opponents, leading to huge burst damage. Though her bizarre hit and run playstyle can be disconcerting when you start playing competent A.K.I.s, it's not too bad once you get used to it. She's primarily going to rely on her strong grounded game and unique approach/disengagement tools to try and smother you. Pay attention to the A.K.I.'s habits when at full screen so you don't explode from a slide Dive. {{clr|H|5HP}} is still the god button but make sure that you are using lower hitting pokes such as {{clr|M|2MP}} and {{clr|M|2MK}} to cover her various low profile options that let her either escape or punish you with a combo. She can also punish fireballs in a few ways, but having Denjin stocked makes her have to guess if they will work on reaction.


;Neutral:
;Neutral:
A.K.I.'s neutral is "hit and run." She is able to flow in and out of close, mid, and long range well while presenting a threat.
* Her pokes are strong but often don't cancel:
* Her pokes are strong but often don't cancel:
** {{clr|M|5MK}} controls the midrange well with a solid hitbox and long range
** {{clr|M|5MK}} controls the midrange well with a solid hitbox and long range
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** {{clr|OD|214KK}} is a great surprise approach tool that is {{sf6-adv|P|+2}} on block and can be used on reaction to fireballs hard to anti air, you can't DI it by ducking the first few hits like the meterless ones
** {{clr|OD|214KK}} is a great surprise approach tool that is {{sf6-adv|P|+2}} on block and can be used on reaction to fireballs hard to anti air, you can't DI it by ducking the first few hits like the meterless ones
** Her bubble ({{clr|L|214LP}}) is a very slow fireball in both speed and frame data making it great to {{clr|DR|Drive Rush}} behind but vulnerable to jump ins unless she spends an extra 2 bricks on {{clr|OD|236KK}}
** Her bubble ({{clr|L|214LP}}) is a very slow fireball in both speed and frame data making it great to {{clr|DR|Drive Rush}} behind but vulnerable to jump ins unless she spends an extra 2 bricks on {{clr|OD|236KK}}
She is slippery but you can pin her down as long as you establish that know the answers to her BS. Mix in pokes that can't be low profiled, know what keeps her turn (meterless command jumps are NOT plus), and keep the fear of Denjin in her.


;Defense:
It is subpar. While she does have a couple unique ways to escape pressure, A.K.I. will mostly be relying on universal tools.
* All reversals are flawed in some way
** {{clr|OD|236KK}} is is a side swapping slide that is invulnerable to strikes and projectiles, but deals no damage and loses to throws flat out
** {{clr|SA|236236K}} and {{clr|SA|236236P}} are standard level 1s and 3s respectively, both are 10 frames and can be beaten by a perfectly meaty jab
Because her main reversal is beaten by them, A.K.I. is especially vulnerable to throws. Since both supers whiff against meaty jabs so it might be a nice idea to implement a couple if you haven't already. Keep your pressure tight and varied enough to hold respect for the scary stuff.
TBC
}}
}}



Revision as of 23:35, 24 August 2024


Do take serious note of the above warning. Online Win Rate data is valuable but not to be 100% relied upon due to various factors including, but not limited to: the best players playing different characters, larger population of lower level players, lack of information, and so on.

Additionally, no match up chart is going to be perfect. A matchup that is seen to be advantageous by the community might not work for you or vice versa.

The favorability of a MU is divided between Ranked data and theoretical community ideas.

Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png Ryu vs. A.K.I. (49.33%/Even)

She seems intimidating, but once you get past the initial strangeness it's pretty even:

  • IMPORTANT NOTE: Poison does do some damage (420 for the full duration), but it's purpose is to extend combos so don't go full marsupial because it's on you.
Quick Summary

A.K.I. is great at snowballing from small hits with her great meterless oki and Toxic Blossom, her unique combo extender on poisoned opponents, leading to huge burst damage. Though her bizarre hit and run playstyle can be disconcerting when you start playing competent A.K.I.s, it's not too bad once you get used to it. She's primarily going to rely on her strong grounded game and unique approach/disengagement tools to try and smother you. Pay attention to the A.K.I.'s habits when at full screen so you don't explode from a slide Dive. 5HP is still the god button but make sure that you are using lower hitting pokes such as 2MP and 2MK to cover her various low profile options that let her either escape or punish you with a combo. She can also punish fireballs in a few ways, but having Denjin stocked makes her have to guess if they will work on reaction.

Neutral

A.K.I.'s neutral is "hit and run." She is able to flow in and out of close, mid, and long range well while presenting a threat.

  • Her pokes are strong but often don't cancel:
    • 5MK controls the midrange well with a solid hitbox and long range
    • 2MK and 6HK are +1 and +2 on block respectively and greatly benefit from Drive Rush, 6HK crushes lows so be careful checking with lows
    • 236LP goes MILES, poisons on hit, and knocks down on Punish Counter and Toxic Blossom, it does beat one hit of fireballs but is a subpar for that purpose
  • Be aware her approach options too:
    • Coward Crouch Dive is an effective anti-fireball tool, she has to commit to Coward Crouch early in order for it to punish making it slightly predictive
    • 214KK is a great surprise approach tool that is +2 on block and can be used on reaction to fireballs hard to anti air, you can't DI it by ducking the first few hits like the meterless ones
    • Her bubble (214LP) is a very slow fireball in both speed and frame data making it great to Drive Rush behind but vulnerable to jump ins unless she spends an extra 2 bricks on 236KK

She is slippery but you can pin her down as long as you establish that know the answers to her BS. Mix in pokes that can't be low profiled, know what keeps her turn (meterless command jumps are NOT plus), and keep the fear of Denjin in her.

Defense

It is subpar. While she does have a couple unique ways to escape pressure, A.K.I. will mostly be relying on universal tools.

  • All reversals are flawed in some way
    • 236KK is is a side swapping slide that is invulnerable to strikes and projectiles, but deals no damage and loses to throws flat out
    • 236236K and 236236P are standard level 1s and 3s respectively, both are 10 frames and can be beaten by a perfectly meaty jab

Because her main reversal is beaten by them, A.K.I. is especially vulnerable to throws. Since both supers whiff against meaty jabs so it might be a nice idea to implement a couple if you haven't already. Keep your pressure tight and varied enough to hold respect for the scary stuff.

TBC
Akuma
SF6 Akuma Icon.png Ryu vs. Akuma (49.85%)
No Data
Blanka
SF6 Blanka Icon.png Ryu vs. Blanka (47.29%)
No Data
Cammy
SF6 Cammy Icon.png Ryu vs. Cammy (47.94%)
No Data
Chun-Li
SF6 Chun-Li Icon.png Ryu vs. Chun-Li (46.57%)

Serenity Stream stance will low-profile the following moves:

  • 5LP, 5HP, j.MP, 236P (all), 214LK, 214HK (1st hit), SA1
Dee Jay
SF6 DeeJay Icon.png Ryu vs. DeeJay (46.46%)
No Data
Dhalsim
SF6 Dhalsim Icon.png Ryu vs. Dhalsim (46.89%)
No Data
Ed
SF6 Ed Icon.png Ryu vs. Ed (45.05%)
No Data
E.Honda
SF6 Ehonda Icon.png Ryu vs. E.Honda (48.19%)
No Data
Guile
SF6 Guile Icon.png Ryu vs. Guile (45.40%)
No Data
Jamie
SF6 Jamie Icon.png Ryu vs. Jamie (46.29%)
No Data
JP
SF6 JP Icon.png Ryu vs. JP (44.62%)

OD Amnesia Bombs:

  • After blocking/parrying the first bomb, instant j.MP/j.MK makes the second bomb whiff
  • Be careful if JP is nearby, as he can hit you during your prejump frames for a combo
Juri
SF6 Juri Icon.png Ryu vs. Juri (48.07%)
No Data
Ken
SF6 Ken Icon.png Ryu vs. Ken (48.46%)
No Data
Kimberly
SF6 Kimberly Icon.png Ryu vs. Kimberly (51.15%)

Important Punishes:

  • 2HK (max range) - SA1
  • 2HK (mid-range) -
Lily
SF6 Lily Icon.png Ryu vs. Lily (51.14%)
No Data
Luke
SF6 Luke Icon.png Ryu vs. Luke (48.13%)
No Data
M.Bison
SF6 Mbison Icon.png Ryu vs. M.Bison (49.34%)
No Data
Manon
SF6 Manon Icon.png Ryu vs. Manon (51.11%)
No Data
Marisa
SF6 Marisa Icon.png Ryu vs. Marisa (49.90%)
No Data
Rashid
SF6 Rashid Icon.png Ryu vs. Rashid (48.82%)
No Data
Ryu
SF6 Ryu Icon.png Ryu vs. Ryu (0%/Literally Unwinnable)
This guy wins this matchup EVERY TIME!!!
Zangief
SF6 Zangief Icon.png Ryu vs. Zangief (51.63%)
No Data



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A.K.I.
Akuma
Blanka
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Chun-Li
Dee Jay
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E. Honda
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JP
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Lily
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Mai
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Ryu
Terry
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Juri
Ken
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