Street Fighter 6/Ryu/Combos: Difference between revisions

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{{ComboKey-SF6}}
{{ComboKey-SF6}}
''NOTE: As of 11/16/2024, this page has been updated to remove redundant combos/data and some new combos have been added. Section on combos out of meaty attacks on knockdown has been removed and all data moved to the "''Ryu/Strategy''" page.''
''NOTE: As of 12/02/2024, damage values for combos featuring {{clr|10|OD Hashogeki}} have been updated, corner combos with ({{clr|9|236HK}}, {{clr|7|623LP}}) juggle have been updated to use {{clr|8|623MP}} instead, and new combo routes for {{clr|9|6HK}} have been added.''


== BASIC COMBOS ==
== BASIC COMBOS ==
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} >  
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}}
{{clr|7|214LK}} / {{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1270 / 1690
         | Damage    = 1190/1490
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
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         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} >  
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}}/{{clr|7|236LK}}
{{clr|8|214MK}}
         | Position  = Anywhere  
         | Position  = Anywhere  
         | Damage    = 1340
         | Damage    = 1250/1310
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|10|Very Easy}}
         | Difficulty = {{clr|10|Very Easy}}
         | 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}}.
         | Notes      = {{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} or {{clr|7|LK Donkey Kick}} naturally, but {{clr|7|2LP}} has slightly greater hitstun and allows this. {{clr|8|MK Tatsu}} is useful if looking for corner carry and oki midscreen, but {{clr|7|LK Donkey Kick}} does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} >  
         | Combo      = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}}
{{clr|10|214KK}}, {{clr|9|623HP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 2250
         | Damage    = 1950
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} >  
         | Combo      = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}}
{{clr|7|236LK}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1430
         | Damage    = 1370
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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}}.  
         | Notes      = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos naturally into {{clr|7|LK Donkey Kick}}. This is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}.  
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} /  
         | Combo      = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}})
{{clr|8|5MP}} > {{clr|8|236MK}} / ({{clr|10|236KK}},  
         | Position  = Anywhere/Midscreen
{{clr|9|623HP}})
         | Damage    = 1680/2250
         | Position  = Anywhere / Midscreen
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Damage    = 1780 / 2380
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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).
         | Notes      = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} reaches slightly farther and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled into from {{clr|8|2MP}}. The knockback from {{clr|8|MK Donkey Kick}} allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's {{clr|10|Super 3}}, but only just (use {{clr|7|LK Donkey Kick}} vs Cammy to guarantee a safe Denjin Charge here).
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} >  
         | Combo      = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}}
Denjin 214P, {{clr|8|214MK}} / {{clr|8|236MK}} /  
         | Position  = Anywhere/Corner
{{clr|9|623HP}}
         | Damage    = 2000/2120/2240
         | Position  = Anywhere / Corner
         | Damage    = 2170 / 2310 / 2520
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | 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}} ({{clr|4|PDR}}), but ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options without {{clr|4|PDR}}.
         |}}
         |}}
     }}
     }}
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} /
         | Combo      = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}})
({{clr|10|236KK}}, {{clr|9|623HP}})
         | Position  = Anywhere/Midscreen
         | Position  = Anywhere / Midscreen
         | Damage    = 1600/1740/2170
         | Damage    = 1690 / 1930 / 2290
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | Difficulty = {{clr|8|Medium}}
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         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}},  
         | Combo      = PC {{clr|7|5LK}} > {{clr|8|214MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}})/(''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}})
{{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}},  
dash forward, {{clr|9|2HP}} > {{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1170 / 2060 / 2880
         | Damage    = 1160/2030/2400
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}} / {{clr|9|Hard}}
         | 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.
         | 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 LP/MP Swagger Step (which can be safe if spaced but are both -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.
         |}}
         |}}
     }}
     }}
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      =  {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
         | Combo      =  {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|6HK}} > 214K)
        | Position  = Anywhere
        | Damage    = 1300/1460/2155
        | Drive      = 0/{{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}}
        | Notes      = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, {{clr|8|MK Donkey Kick}} and {{clr|8|MK Tatsu}} are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you free to pop a Denjin charge on hit. {{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}} extensions can buff up the damage significantly. Note the different {{clr|10|OD Donkey Kick}} extension: {{clr|9|6HK}} > Aerial Tatsu gives superior knockdown advantage at the cost of little damage.
        |}}
{{SF6-ComboTableItem
        | Combo      =  {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|8|236MP}}/{{clr|9|236HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1220 / 1380 / 1980
         | Damage    = 980
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|10|Very Easy}} / {{clr|7|Easy}}
         | Difficulty = {{clr|10|Very 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.
        | Notes      = As of the ''12/02/2024'' balance update, {{clr|8|2MK}} had its cancel window moved forward by 2 frames, making Ryu's classic option of "''Low Forward Fireball''" significantly more powerful than it had been. In practice, this means that {{clr|8|2MK}} > {{clr|9|236HP}} is always a ''true blockstring'' even at max-range, and {{clr|8|2MK}} > {{clr|7|236LP}} is ''DI-safe'' as the opponent now cannot punish the {{clr|7|LP Hadoken}} cancel with DI ({{clr|8|2MK}} > {{clr|8|236MP}} appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing {{clr|8|2MK}} > 236P ''into'' a Drive Impact is still a hazard if {{clr|10|Super Art 3}} is not available to be canceled into, so don't get predictable.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
         | Combo      = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}}
         | Position  =  Anywhere
         | Position  =  Anywhere
         | Damage    = 1920 / 2080 / 2320
         | Damage    = 2000/2160/2320
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
Line 127: Line 129:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}}  
         | Combo      = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}}  
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2440 / 2520
         | Damage    = 2440/2520
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|10|Very Easy}}
         | 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}}.
         | 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 naturally combos into {{clr|9|HK Donkey Kick}}.  
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}}
        | Position  = Corner
        | Damage    = 3210
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = This is your highest damage meterless combo without a jump-in PERIOD.
         |}}
         |}}
     }}
     }}
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
         | Combo      = CH {{clr|8|5MP}}, {{clr|9|2HP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}})
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1940 / 2100 / 2700
         | Damage    = 2320/2480/3190
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = On Counter-Hit, {{clr|8|5MP}} can be linked into {{clr|9|2HP}} for some high-damage combos. If spaced-out, the {{clr|9|2HP}} is liable to whiff, so {{clr|8|2MK}} can be substituted instead to guarantee that all follow-ups connect at the expense of some significant damage.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}}
         | Combo      = CH {{clr|8|5MP}}, {{clr|9|2HK}}, ''dash'', meaty {{clr|9|5HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1620
         | Damage    = 1620
Line 164: Line 157:
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | 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 ''Strategy'' for more meaty setups/okizeme.
         |}}
         |}}
     }}
     }}
Line 171: Line 164:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}}
         | Combo      = PC {{clr|8|5MP}}, {{clr|9|5HP}} ~> {{clr|9|HK}}, ''DENJIN CHARGE''
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2400
         | Damage    = 2320
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | Difficulty = {{clr|7|Easy}}
         | Notes      = TBD
         | Notes      = As of the ''05/22/2024'' balance patch, Ryu's ''High Double Strike'' target combo ({{clr|9|5HP}} ~> {{clr|9|HK}}) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty {{clr|8|5MP}}/{{clr|8|2MP}} setup is available here.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|8|5MP}}, {{clr|9|5HP}} > ( {{clr|9|623HP}} / {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} )
        | Position  = Anywhere
        | Damage    = 2640/3190
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = A simple high-damage combo that can be performed off a PC {{clr|8|5MP}}.
         |}}
         |}}
     }}
     }}
Line 185: Line 187:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
         | Combo      = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2120 / 2280 / 2520
         | Damage    = 2200/2360/2520
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
Line 194: Line 196:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|9|6HK}} > {{clr|10|214KK}}
         | Combo      = {{clr|9|6HK}} > 214K/{{clr|10|214KK}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2300
         | Damage    = 1700/2300
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|9|Hard}}
         | 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}}.  
         | Notes      = This is a viable one-hit confirm, similar to {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} goes over lows late into its startup. As of the ''12/02/2024'' balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as {{clr|10|OD Aerial Tatsu}}, for a meterless cancel option plus decent dash-up oki midscreen.  
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}}
         | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1910/2260
         | Damage    = 2200/2520
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
Line 214: Line 216:
         | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}}
         | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2030/2090
         | Damage    = 2340/2410
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = As {{clr|9|6HP}} pushes Ryu forward, the link from {{clr|8|2MP}} into {{clr|7|5LK}} becomes much more reliable than it might otherwise be. {{clr|7|LK Donkey Kick}} gives you space to pop Denjin and is a safe jump in the corner. The {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only forward dash and {{clr|7|Jab}} if they Back-Rise.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = ({{clr|9|6HP}}, {{clr|8|5MP}}) / ({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}
         | Combo      = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}/{{clr|7|236LK}}/{{clr|8|236MK}}
         | Position  = Midscreen
         | Position  = Midscreen
         | Damage    = 2600/2980
         | Damage    = 3070/2905/2960
         | Drive      = 0
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 0 / 3
         | Super      = 0/3
         | Difficulty = {{clr|9|Hard}}
         | Difficulty = {{clr|8|Medium}}
         | 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}}.
         | Notes      = As of the ''22/05/2024'' balance patch, Ryu can now combo into {{clr|7|LK}} and {{clr|8|MK}} versions of Donkey Kick as well as the standard {{clr|9|HP Shoryuken}} cancel out of {{clr|9|4HK}}. These new options do less damage but give enough space to stock a Denjin Charge safely vs most characters. Each of these enders is a viable cancel into {{clr|10|Super Art 3}}.
         |}}
         |}}
     }}
     }}
Line 234: Line 236:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}})
         | Combo      = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|8|623MP}})
         | Position  = Anywhere / Corner
         | Position  = Anywhere/Corner
         | Damage    = 2510 / 3170
         | Damage    = 2800/3640
        | 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|8|623MP}}) for big damage.
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|9|5HP}}, {{clr|7|5LK}} > ( {{clr|7|236LK}} / {{clr|7|214LK}} / {{clr|8|214MK}} )
        | Position  = Anywhere
        | Damage    = 2140/1980/2060
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = On Counter-Hit, {{clr|9|5HP}} has frame advantage of +6, allowing Ryu's far-reaching {{clr|7|5LK}} to combo into either a {{clr|7|LK Donkey Kick}}, {{clr|7|LK Tatsu}} or {{clr|8|MK Tatsu}} ender. All of these give excellent oki opportunities in the corner, and as {{clr|9|5HP}} is an excellent meaty attack, opportunities to land this combo should be easy to find in matches.
         |}}
         |}}
     }}
     }}
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     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}}
         | Combo      = PC {{clr|9|236HK}}, {{clr|9|6HK}} > (214K/{{clr|10|214KK}}, {{clr|10|236236P}}/{{clr|10|236236K}})
         | Position  = Corner
         | Position  = Corner
         | Damage    = 3433
         | Damage    = 3080/4660/5760
         | Drive      = {{drive sf6}}
         | Drive      = 0
         | Super      = 0
         | Super      = 0/1/3
         | Difficulty = {{clr|8|Medium}}
         | 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).
         | Notes      = A demonstration of how the changes to Ryu's {{clr|9|6HK}} as of the ''12/02/2024'' balance update can be integrated into his combos. In this case, {{clr|9|6HK}} > 214K can juggle the opponent as they are in the rolling animation caused by the PC {{clr|9|236HK}}. If {{clr|10|214KK}} is used instead, then {{clr|10|Super Art 1}} and {{clr|10|Super Art 3}} can be linked as the opponent is falling.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}})
         | Combo      = PC {{clr|9|5HK}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}})
         | Position  = Anywhere / Midscreen
         | Position  = Anywhere/Midscreen
         | Damage    = 3000 / 3360
         | Damage    = 3000/3430
         | Drive      = 0 / {{drive sf6}}
         | Drive      = 0/{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC {{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 forward dash 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 so as to make follow-up juggles more reliable.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}
         | Combo      = PC {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 3690
         | Damage    = 3760
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|4|Medium}}
         | Difficulty = {{clr|8|Medium}}
         | Notes      = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent.
         | Notes      = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent at close-range.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|6HK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / ({{clr|10|214KK}}, {{clr|9|623HP}})
        | Position  = Anywhere/Corner
        | Damage    = 2140/3040
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = As {{clr|9|6HK}} has low-crush properties after frame 13, it is very possible for it to land as a Punish Counter vs an opponent going for a low attack. In this case, {{clr|7|5LK}} links from quite far out and cancels reliably into {{clr|7|LK Donkey Kick}}. In the corner this gives a safejump, but {{clr|10|OD Tatsu}} linked into {{clr|9|HP Shoryuken}} can be substituted in for a major damage boost.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|8|214MK}}/{{clr|8|236MK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|623HP}}
        | Position  = Anywhere/Anywhere/Corner/Corner
        | Damage    = 2560/2720<br>3176<br>3090<br>3431
        | Drive      = 0<br>{{drive sf6}}<br>0<br>{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC DI/{{clr|9|5HK}}, ''delay'', {{clr|9|5HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|2HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|8|5MP}} > {{clr|9|214HK}}
        | Position  = Facing Midscreen, back to Corner
        | Damage    = 2765/3235<br>3282<br>2876
        | Drive      = {{drive sf6}}{{drive sf6}}<br>{{drive sf6}}{{drive sf6}}{{drive sf6}}<br>{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Punish Counter {{clr|9|Heavies}} give Ryu multiple routes to sideswap when he has his back to the corner. The best of these involve {{clr|10|OD Donkey Kick}} followed by a dash-under {{clr|7|LP Shoryuken}} as it puts the opponent closest to the corner; a delay is required for the opponent to enter an airborne state during the crumple animation, so that they can be juggled ''before'' the {{clr|10|OD Donkey Kick}} connects. Without a PC {{clr|9|5HK}}/DI crumple, an opponent can be launched from any PC {{clr|9|Heavy Punch}} into {{clr|9|HP Hashogeki}}; these same routes can also be applied to Denjin-charged {{clr|9|HP Hashogeki}}, which can combo naturally from {{clr|8|Mediums}}.
         |}}
         |}}
     }}
     }}
Line 278: Line 316:
== SUPER ART COMBO ROUTES ==
== SUPER ART COMBO ROUTES ==
<tabber>
<tabber>
|-|SA1: Shinkuu Hadoken=
|-|SA1: Shinkuu/Denjin 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/Denjin 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. ''NOTE: with Denjin Charge,'' Shinkuu Hadoken ''becomes'' Denjin Hadoken ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shinkuu Hadoken ''.''
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = SA1 Combo Routes
     | Header = SA1 Combo Routes
Line 303: Line 341:


         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = ({{clr|9|214HP}} or Denjin Charged 214P),
         | Combo      = ( {{clr|9|214HP}} OR ''Denjin'' 214P OR Counter-Hit {{clr|7|214LP}}/{{clr|8|214MP}} ), {{clr|10|236236P}}
[INSERT COMBO HERE], {{clr|10|236236P}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = Variable
         | Damage    = Variable
Line 310: Line 347:
         | Super      = Variable
         | Super      = Variable
         | Difficulty = 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.
         | Notes      = Ryu has numerous juggle routes following a Hashogeki launch, and {{clr|10|Super Art 1}} can fit very neatly at the end of them, occasionally 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
         {{SF6-ComboTableItem
         | Combo      = Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}}
         | Combo      = PC {{clr|9|236HK}} > {{clr|10|236236P}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 3560
         | Damage    = 3560
Line 319: Line 356:
         | Super      = 1
         | Super      = 1
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any cancelable {{clr|9|Heavy}} > {{clr|4|DRC}} {{clr|9|5HK}}, {{clr|9|5HK}}, {{clr|10|236236P}}
        | Position  = Anywhere
        | Damage    = 3357
        | Drive      = 3
        | Super      = 1
        | Difficulty = {{clr|8|Medium}}
        | Notes      = This is an optional ender for Ryu's basic {{clr|4|Drive Rush Cancel}} loop (see ''Drive Rush Combos'' below). Rather than following up {{clr|4|DRC}} {{clr|9|5HK}} with {{clr|9|5HP}} into a special cancel, follow up with a 5HK link followed by a {{clr|10|Super Art 1}} link. An excellent meter-efficient way to close out Round 1.
         |}}
         |}}
     }}
     }}
|-|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}}. ''Shin/Denjin Hashogeki'' has three levels of charge that can be activated by holding down the attack button. ''NOTE: with Denjin Charge,'' Shin Hashogeki ''becomes'' Denjin Hashogeki ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shin Hashogeki ''.''
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = SA2 Combo Routes
     | Header = SA2 Combo Routes
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}}
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''DENJIN'' {{clr|10|214PP}} > {{clr|10|214214P}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2900-3800
         | Damage    = 3120-4000
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 2
         | Super      = 2
         | Difficulty = {{clr|8|Medium}}
         | 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''.
         | Notes      = Your basic grounded route into {{clr|10|Super Art 2}}. Without Denjin Charge, the {{clr|10|OD Hashogeki}} will not crumple on hit and the {{clr|10|Shin Hashogeki}} must be released ''immediately'' after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}. Min and Max damage are inclusive of routes with/without Denjin Charge and Level 2/Level 3 charges of {{clr|10|214214P}}.''
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Starter > {{clr|10|236KK}} > {{clr|10|214214P}}
         | Combo      = Starter > {{clr|10|236KK}} > {{clr|10|214214P}}
         | Position  = Midscreen
         | Position  = Midscreen
         | Damage    = 2940-3840
         | Damage    = 3090-3850
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 2
         | Super      = 2
         | Difficulty = {{clr|8|Medium}}
         | Difficulty = {{clr|8|Medium}}
         | Notes      = Another route into the level 2 charge that does a hair more damage.
         | Notes      = Another route into the level 3 charge that does a hair less damage overall.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}},  
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}}
{{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 4396 - 5386
         | Damage    = 4236 - 5186
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Super      = 2
         | Super      = 2
         | Difficulty = {{clr|9|Hard}}
         | 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}}''.  
         | 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 3, 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}}. ''NOTE: at low health'' {{clr|10|Super Art 3}} ''becomes'' {{clr|10|Critical Art}} ''and does significantly more damage. For simplicity's sake, all damage values are based on the regular {{clr|10|Super Art 3}}.''
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = SA3 Combo Routes
     | Header = SA3 Combo Routes
Line 365: Line 410:
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}}
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}}
         | Position  = Midscreen
         | Position  = Midscreen
         | Damage    = 3980 - 4580
         | Damage    = 4050 - 4950
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 3
         | Super      = 3
Line 372: Line 417:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}}
{{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 4179 - 4791
         | Damage    = 4179 - 5079
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Super      = 3
         | Super      = 3
Line 382: Line 426:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}}, {{clr|10|236236K}}
{{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 4505 - 5541
         | Damage    = 4683 - 5403
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|9|Hard}}
         | 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}}.
         | 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|8|MP Shoryuken}} into {{clr|10|Super Art 3}}.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} >  
         | 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|8|623MP}}, {{clr|10|236236K}}
{{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 6145
         | Damage    = 6145
Line 399: Line 441:
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|9|Hard}}
         | 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}}.
         | Notes      = 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|8|MP Shoryuken}} and substitute a {{clr|9|HP Shoryuken}} canceled into {{clr|10|Super Art 3}}.
         |}}
         |}}
     }}
     }}
Line 411: Line 453:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} >  
         | Combo      = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}}
{{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1920 / 2080 / 2320
         | Damage    = 2000/2160/2320
         | Drive      = {{drive sf6}}
         | Drive      = {{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | 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.
         | 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 +3, so Ryu is in a strong position to mixup the opponent at point-blank.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} >  
         | Combo      = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}}
{{clr|7|236LK}} / {{clr|8|214MK}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 1440 / 1370
         | Damage    = 1440/1510
         | Drive      = {{drive sf6}}
         | Drive      = {{drive sf6}}
         | Super      = 0
         | Super      = 0
Line 431: Line 471:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} >  
        | Combo      = Any {{clr|8|Medium}} starter > {{clr|10|236KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}, {{clr|9|6HK}} > 214K, ''safe jump''
{{clr|8|214MP}}, {{clr|9|623HP}}
        | Position  = Anywhere
        | Damage    = 2180/2632
        | Drive      = {{drive sf6}}x3
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A demonstration of how {{clr|4|PDR}} mid-combo can provide utility as well as expanded damage. In this case, a {{clr|4|PDR}} following {{clr|10|OD Donkey Kick}} enables a juggle route ending in a +42 knockdown and a safe jump. This concept can be applied as well to launch states resulting from Hashogeki (see ''Hashogeki Juggles'' below). ''The starters used to test damage values were {{clr|8|2MK}} and {{clr|8|2MP}}.''
        |}}
        {{SF6-ComboTableItem
         | Combo      = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 2528-3550
         | Damage    = 2650-3550
         | Drive      = {{drive sf6}}
         | Drive      = {{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | 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.
         | 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. {{clr|8|2MP}} will reach a bit farther in this context letting {{clr|10|214KK}} be used slightly farther out.
         |}}
         |}}
     }}
     }}
Line 446: Line 494:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}},  
         | Combo      = Any {{clr|7|Light}} Starter > {{clr|4|DRC}}, {{clr|7|5LP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}}/({{clr|9|236HK}}, {{clr|8|623MP}})
{{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}}
         | Position  = Anywhere/Corner
         | Position  = Anywhere
         | Damage    = 1639/1690/2143
         | Damage    = 2179 - 2850
         | Drive      = {{drive sf6}}x3
         | Drive      = {{drive sf6}}{{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | 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}}''.
         | Notes      = A standard {{clr|4|DRC}} combo route that can be landed easily from {{clr|7|Light}} confirms, links into {{clr|7|Light normals}} or in punish situations. Does some healthy damage in the corner with the familiar {{clr|9|HK Donkey Kick}} into {{clr|8|MP Shoryuken}} juggle.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
         | Combo      = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}}
{{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}},  
{{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 5539 / 6235
         | Damage    = 2179 - 3130
         | Drive      = {{drive sf6}}x6
         | Drive      = {{drive sf6}}x3
         | Super      = 3
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | Difficulty = {{clr|8|Medium}}
         | 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.
         | 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|8|MP Shoryuken}} and {{clr|10|OD Shoryuken}}, making it the superior choice in that screen position. ''Damage values teseted with {{clr|8|2MK}} and {{clr|9|5HP}} as starters''.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
         | Combo      = PC (DI 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}}
{{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
         | Position  = Anywhere
         | Damage    = 5438 / 6116
         | Damage    = 5539/6235
         | Drive      = {{drive sf6}}x6
         | Drive      = {{drive sf6}}x6
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|8|Medium}}
         | Difficulty = {{clr|7|Easy}}
         | 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
         | 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 PC {{clr|9|5HK}} or PC Drive Impact round ender, this route is ''the'' bread-and-butter meter dump combo for Ryu.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} >  
         | Combo      = PC (DI 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|8|623MP}} > {{clr|10|236236K}}
{{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
         | Position  = Corner
         | Damage    = 5659 / 6425
         | Damage    = 5676/6450
         | Drive      = {{drive sf6}}x6
         | Drive      = {{drive sf6}}x6
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|8|Medium}}
         | 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).
         | Notes      = A punish combo that works well 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|8|623MP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter).
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Punish Counter {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} >
         | Combo      = Any Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}}, {{clr|4|DRC}}, {{clr|9|2HP}}, {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
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
         | Position  = Corner
         | Damage    = 6442/6724
         | Damage    = 4884/5931
         | Drive      = {{drive sf6}}x6
         | Drive      = {{drive sf6}}x6
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|9|Hard}}
         | Difficulty = {{clr|8|Medium}}
         | 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.
         | Notes      = This is the optimal damage route following an {{clr|10|OD Tatsu}} launch in the corner. Eminently usable as {{clr|10|OD Tatsu}} can combo naturally from Ryu's cancelable ''Light'' normals. ''Damage values tested with {{clr|7|5LP}} and {{clr|9|5HP}} as starters''
         |}}
         |}}
     }}
     }}
Line 509: Line 548:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}}
         | Combo      = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}}/(''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}})
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2870 (inclusive of Drive Impact hit)
         | Damage    = 2870/3309
         | Drive      = 0
         | Drive      = 0 / {{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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.
         | Notes      = The {{clr|9|HP Shoryuken}} ender represents the highest damage meterless combo available following a PC 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. As of the ''22/05/2024'' balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of {{clr|8|2MK}}; the follow-up juggle requires only a little Drive Gauge (in the form of a {{clr|4|Parry Drive Rush}}) to give some huge returns. See ''Advanced/Niche Combos'' below for more post-Hashogeki juggles.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}}
         | Combo      = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|7|236LK}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 2860 (inclusive of Drive Impact hit
         | Damage    = 2750
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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''.
         | Notes      = An alternative starting route for the combo above, also meterless, but this one ends in {{clr|7|LK Donkey Kick}}, allowing a safe Denjin Charge at midscreen or a safe jump in the corner.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
         | Combo      = PC Drive Impact, ''dash'', {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 3000 (inclusive of Drive Impact hit)
         | Damage    = 3000
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
Line 536: Line 575:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P,  
         | Combo      = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|7|214LP}}, {{clr|7|623LP}}
{{clr|8|214MP}}, {{clr|7|623LP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 3340 (inclusive of Drive Impact hit)
         | Damage    = 3290
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | 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.  
         | 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 can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst.  
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P,
         | Combo      = PC Drive Impact, ''neutral jump'', {{clr|9|8HP}}, {{clr|9|6HK}} > {{clr|10|214KK}}, (623P/{{clr|10|236236P}}/{{clr|10|236236K}})
{{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 3312 (inclusive of Drive Impact hit)
         | Damage    = 3060/3340/3760/5060
         | Drive      = {{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0/1/3
         | Difficulty = {{clr|8|Medium}}
         | 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).
         | Notes      = A two-bar extension for when Denjin Charge is not available. In the corner, this can be extended meterlessly with 623P (strength doesn't matter, even for {{clr|10|OD Shoryuken}}, as only the aerial frames will connect) or resources can be spent instead on a link to {{clr|10|Super Art 1}} or {{clr|10|Super Art 3}}.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}},  
         | Combo      = PC Drive Impact,  {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}}
{{clr|9|5HP}} > {{clr|9|623HP}}
         | Position  = Anywhere
         | Position  = Anywhere
         | Damage    = 3590 (inclusive of Drive Impact hit)
         | Damage    = 3470
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|7|Easy}}
         | 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}}.
         | Notes      = With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some 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
         {{SF6-ComboTableItem
         | Combo      = Drive Impact crumple,  {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}},  
         | Combo      = PC Drive Impact,  {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|7|214LP}}, {{clr|9|623HP}}
dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 3770 (inclusive of Drive Impact hit}
         | Damage    = 3610
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Super      = 0
         | Super      = 0
         | Difficulty = {{clr|8|Medium}}
         | 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}}.
         | 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|7|LP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}.
         |}}
         |}}
     }}
     }}
Line 590: Line 625:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = Wall Splat, {{clr|9|5HP}} > Denjin Charged 214P, forward jump,
         | Combo      = Wall Splat, {{clr|9|5HP}} > ''Denjin'' 214P, {{clr|8|j.MP}} (2nd hit) > ( 214K/{{clr|10|214KK}}, {{clr|10|Super 1}} or {{clr|10|3}} )
{{clr|8|j.MP}} (2nd hit) > ( Aerial Tatsumaki / {{clr|10|OD Aerial Tatsumaki}},  
{{clr|10|Super 1}} or {{clr|10|3}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 2232 / 3288 / 4568
         | Damage    = 2232/3288/4568
         | Drive      = 0 / {{drive sf6}}{{drive sf6}}
         | Drive      = 0/{{drive sf6}}{{drive sf6}}
         | Super      = 1 / 3
         | Super      = 1/3
         | Difficulty = {{clr|8|Medium}}
         | 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
         | 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. 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
        |}}
        {{SF6-ComboTableItem
        | Combo      = Wall Splat, {{clr|9|5HP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|8|623MP}}
        | Position  = Corner
        | Damage    = 3320/3502/3554
        | Drive      = 1/{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|9|Hard}}
        | Notes      = Landing the final {{clr|8|623MP}} requires frame perfect execution, the combo can be made significantly easier by replacing the {{clr|9|4HP}} with a {{clr|8|5MP}}/{{clr|8|2MP}} and/or the {{clr|8|623MP}} with a {{clr|7|623LP}} at the expense of a little bit of damage. 3320 damage is with 1 bar used, the 3502 and 3554 damage values are from extending the combo further with one or two {{clr|4|DRC}} respectively and replacing the {{clr|8|623MP}} with a {{clr|9|623HP}}. The final dp of all combo variants can be canceled into {{clr|10|SA3}} for more damage.
         |}}
         |}}
     }}
     }}
Line 606: Line 648:
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}
         | Combo      = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 2730
         | Damage    = 2780
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
Line 615: Line 657:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}},  
         | Combo      = ''DC'', {{clr|9|j.HP}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, ''dash/walk'', {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} > {{clr|10|SA3}}
{{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}}
         | Position  = Corner
         | Position  = Corner
         | Damage    = 5010
         | Damage    = 5020
         | Drive      = {{drive sf6}}{{drive sf6}}
         | Drive      = {{drive sf6}}x2
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|7|Easy}}
         | Difficulty = {{clr|7|Easy}}
Line 625: Line 666:
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}},  
         | Combo      = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > ''Denjin'' 214P, {{clr|8|j.MP}} (2nd hit) > {{clr|10|214KK}}, {{clr|10|SA1}} or {{clr|10|3}}
{{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
         | Position  = Corner
         | Damage    = 3512 / 4912
         | Damage    = 3512/4912
         | Drive      = {{drive sf6}}x5
         | Drive      = {{drive sf6}}x5
         | Super      = 1 / 3
         | Super      = 1/3
         | Difficulty = {{clr|9|Hard}}
         | 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.
         | 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
         {{SF6-ComboTableItem
         | Combo      = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}},  
         | Combo      = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HP}} > ''Denjin'' {{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|8|623MP}} > {{clr|10|SA3}}
{{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
         | Position  = Corner
         | Damage    = 5298
         | Damage    = 5186
         | Drive      = {{drive sf6}}x6
         | Drive      = {{drive sf6}}x6
         | Super      = 3
         | Super      = 3
         | Difficulty = {{clr|8|Medium}}
         | 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.
         | Notes      = A meter dump combo using the ''{{clr|9|5HP}} > {{clr|4|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.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''DC'', Full Charge {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}}
        | Position  = Corner
        | Damage    = 4780/4984
        | Drive      = ~{{drive sf6}}x4.5
        | Super      = 2/3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = The max damage route if you just want to spend {{clr|10|Level 2}} or if you are tired of watching the cutscene. You can spend {{clr|10|Level 1}} at the end if you are worried that it won't kill.
         |}}
         |}}
     }}
     }}
</tabber>
</tabber>
== MAX DAMAGE PUNISHES ==
{{SF6-ComboTable
| Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|10|214PP}}, {{clr|9|4HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2 > {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Anywhere
        | Damage    = 6475/6725(CA)
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = As of the ''12/02/2024'' balance update, the non-Denjin version of {{clr|10|OD Hashogeki}} was buffed to 1100 base damage. This makes it Ryu's highest damage midscreen Punish Counter starter (the highest overall is {{clr|9|HK Donkey Kick}}). This is the best damage Ryu can get off a deep Punish Counter midscreen without Denjin Charge or microwalks to extend the ''old-brown-shoes'' [{{clr|9|5HK}}, {{clr|9|5HP}}, {{clr|4|DRC}}] loop.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|10|214PP}}, {{clr|9|4HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}}, {{clr|4|DRC}}, {{clr|9|2HP}}, {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 6704/6954(CA)
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = A corner variant of the above concept, utilising the max damage sequence following {{clr|10|OD Tatsumaki}} in the corner.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Anywhere
        | Damage    = 6619/6869(CA)
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = At midscreen with Denjin Charge available, Ryu can revert to a simplified Punish Counter route starting with {{clr|9|5HK}} and still cash out for more than without Denjin Charge. Be aware of unique recovery states where the opponent may be crouching, as this will cause {{clr|9|5HK}} to whiff.
        | Video      =
        }}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|9|236HK}},
{{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 6767/7017(CA)
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = This is Ryu's max damage full resource dump from a PC {{clr|9|5HK}} in the corner when Denjin Charge is available. With CA it breaks 7k damage.
        | Video      =
        }}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}}
        | Position  = Corner
        | Damage    = 6156/6406
        | Drive      = {{drive sf6}}x6
        | Super      = 2/3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely.
        | Video      =
        }}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|236HK}}, ''Denjin'' {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|4|DRC}}, dl. {{clr|9|2HP}} > {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 6806/7056(CA)
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = Max damage off a Punish Counter {{clr|9|236HK}} in the corner. Has a delay before the final {{clr|9|2HP}} in order for it to hit during its cancelable frames. For easier execution, use {{clr|8|236MK}} instead at the end.
        | Video      =
        }}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|9|5HK}}, {{clr|9|5HP}}, {{clr|4|DRC}}, {{clr|9|5HK}}, dl. {{clr|9|5HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Anywhere
        | Damage    = 6503/6753(CA)
        | Drive      = {{drive sf6}}x7
        | Super      = 3
        | Difficulty = {{clr|9|Very Hard}}
        | Notes      = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style.
        | Video      =
        }}
}}


== ADVANCED/NICHE COMBOS ==
== ADVANCED/NICHE COMBOS ==
<tabber>
<tabber>
|-|Meaty Combos w/ Framekills=
|-|Trade Combos=
{{TheoryBox
{{TheoryBox
| Title      = Meaty Combos w/ Framekills
| Title      = Trade Combos w/Setups
| Oneliner  = Unique combos from oki setups
| Oneliner  = Capitalising off favourable trades
| Difficulty =
| Difficulty =
| Damage    =  
| Damage    =  
Line 662: Line 782:
| Recipe    =  
| Recipe    =  
| content    =  
| content    =  
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).
If the opponent is given a gap in offence of 4 frames, enough time for the 1st active frame of their fastest normal to come out, it is possible to force them into a trade situation at relatively low risk. The following setups demonstrate some of the ways Ryu can force favourable trades that allow him to combo for big damage.
All setups are tested to work against both a 4-frame normal with the ''lowest'' hitstun in the game and one with the ''highest''. Respectively, these are as of March 2024 Dee Jay's 5LP (13 frames natural hitstun) and Manon's 5LP (17 frames, tied with Honda and JP's 2LPs).
}}
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Meaty Combo Routes
|+ Trade Combo Routes
|-
! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes
|-
| ''{{clr|9|2HK}}'', dash forward, meaty {{clr|9|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 {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows a ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MP}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup.
|-
| ''{{clr|9|2HK}}'', {{clr|4|Parry Drive Rush}}, {{clr|8|6MP}} || Anywhere || +7 || +9 || +2 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep.
At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|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 {{clr|8|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 ({{clr|9|5HP}}) is also possible here and is +5 on block, allowing frametraps with {{clr|8|Mediums}}, but is not that rewarding relative to the overhead/low/bait mixup''
|-
| ''Punish Counter {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|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 {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|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 {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}.
|-
|-
| ''Punish Counter {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a Punish Counter sweep.
!style="width: 10%"| Trade Setup !!style="width: 10%"| Position !!style="width: 10%"| Adv. (max/min) !!style="width: 10%"| Link into... !! Notes
This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}.
|-
|-
| (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +7 || +9 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}.
| ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. ||
As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|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 {{clr|9|5HP}} timing as after a regular sweep.
A built-in frametrap from Ryu's {{clr|7|LP Hashogeki}}. At -3 on block, this is not abuseable, but then again it isn't punishable either. The trade is only possible because of the shorter hitstun on Ryu's {{clr|7|5LP}} compared to his {{clr|7|2LP}}, the latter being a more ''true'' frametrap. The bonus of this trade is that it allows ''more damaging'' links following the launch, as CH {{clr|7|LP Hashogeki}} is usually limited to juggles with specials, {{clr|10|Super Art 1}} or {{clr|4|PDR}} into a {{clr|8|Medium Punch}} due to its long recovery.
The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as ''{{clr|4|PDR}}, {{clr|9|5HP}}'' is a reliable link and is always the best and most versatile metered option, comboing into either {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}. For extra damage in the corner, ''{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|MP Hashogeki}}, {{clr|9|HP Shoryuken}}'' provides excellent damage for one Drive bar, and can cancel into {{clr|10|Super Art 3}}.
|-
|-
| ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.) / +6 || +17 (throw adv.) / +8 || +17 (throw adv.) / +1 || A corner-only setup for meaty throw/safejab.
| ''Forward throw'', {{clr|4|PDR}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +18/+14 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} ||  
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 {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|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 {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit.
Potentially one of the strongest trade setups in the right matchups. The link from {{clr|4|PDR}} CH {{clr|9|5HP}} to {{clr|9|5HP}} after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. {{clr|8|MK Donkey Kick}}) all the way up to a {{clr|4|Drive Rush Cancel}} meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link {{clr|9|6HK}} > {{clr|10|OD Tatsumaki}}.  
The tricksiest part of this setup is that the {{clr|4|Parry Drive Rush}} can be feinted with {{clr|7|5LP}} to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out ''any reversal'' from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's {{clr|10|SA1}}, Dhalsim's {{clr|10|SA2}} and will be caught by Gief's, Lily's and Manon's {{clr|10|SA3}}).
|-
|-
| ''{{clr|10|Super Art 1}}'' OR ''Denjin Charged {{clr|10|Super Art 1}}'', dash forward, meaty {{clr|8|5MP}} || Corner || +9 / +10 || +11 / +12 || +1 / +2 || A corner-only setup following a {{clr|10|Super Art 1}} connect
| ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used ||  
This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|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 {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''.
It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry).  
|}
|}


 
|-|Hashogeki Juggles=
|-|Trade Combos=
{{TheoryBox
| Title      = Hashogeki Juggle Routes
| Oneliner  = Midscreen and Corner
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
Sitting at the flashier end of Ryu's kit in SF6, Ryu can launch the opponent via his new move ''Hashogeki''. There are several ways in which this move can launch the opponent.
# {{clr|9|HP Hashogeki}}
# Denjin-Charged non-OD Hashogeki
# Counter-Hit {{clr|7|Light}}
# Counter-Hit {{clr|8|Medium}} Hashogeki
Of these juggle types, ''#3'' and ''#4'' are the most limiting and require the tightest links, while ''#1'' and ''#2'' allow for looser timing. <br>
As for comboing into them, ''#2'' is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable {{clr|8|Mediums}}; ''#1'' is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); ''#3'' is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while ''#4'' is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. <br>
The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.''
}}
{{SF6-ComboTable
    | Header = Hashogeki Juggle Routes
    | Items =
        {{SF6-ComboTableItem
        | Combo      = ''{{clr|9|HP}}/DC Hasho'', ( {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} )
        | Position  = Anywhere
        | Damage    = 1800/2000/2487
        | Drive      = 0/{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = LAUNCH TYPE: #1, #2 -
A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, ( {{clr|9|4HK}} > {{clr|8|214MK}}, ''forward dash'' / {{clr|7|5LP}}, {{clr|9|6HK}} > 214K, ''safe jump'' )
        | Position  = Anywhere
        | Damage    = 2160
        | Drive      = 0/{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = LAUNCH TYPE: #1, #2 -
A pair of combo routes made possible by successive balance patches: the ''05/22/2024'' patch gave Ryu's {{clr|9|4HK}} a "ground bounce" state on airborne opponents, and the {{clr|8|MK Tatsu}} ender here allows Ryu to remain point-blank with frame advantage via a forward dash regardless of whether the opponent back-rises; the ''12/02/2024'' patch enabled new juggles and cancels for {{clr|9|6HK}} and the route here sets up a safe jump when close to the corner.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} OR {{clr|8|236MK}}/{{clr|10|236236P}} )
        | Position  = Anywhere
        | Damage    = 2030/2166/2840
        | Drive      = 0/{{drive sf6}}
        | Super      = 0/1
        | Difficulty = {{clr|8|Medium}}/{{clr|7|Easy}}
        | Notes      = LAUNCH TYPE: #3, #4 -
Counter Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} )
        | Position  = Anywhere
        | Damage    = 4791
        | Drive      = {{drive sf6}}x4
        | Super      = 0/3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = LAUNCH TYPE: #1, #2 -
A fancy high-damage route into {{clr|10|Super Art 3}} from {{clr|9|HP Hashogeki}}. Even without the Super cancel, this combo does respectable damage. In the corner, end with {{clr|8|623MP}} into {{clr|10|Super Art 3}} for 5403 damage.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} )
        | Position  = Anywhere
        | Damage    = 4661
        | Drive      = {{drive sf6}}x4
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = LAUNCH TYPE: #3, #4 -
An application of similar routing for the Counter-Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki launch
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''{{clr|9|HP}}/DC Hasho'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} )
        | Position  = Corner
        | Damage    = 2380/4780
        | Drive      = 0
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = LAUNCH TYPE: #1 -
A strong meterless combo by itself, this is also an excellent route into Super.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''{{clr|9|HP}}/DC Hasho'',  {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} )
        | Position  = Corner/Near-Corner
        | Damage    = 2850/4850
        | Drive      = {{drive sf6}}
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = LAUNCH TYPE: #1, #2 -
A notable boost in Damage for 1 Drive bar, the most economical {{clr|9|HP}}/Denjin launcher route Ryu has in the corner with or without Super. Note that this combo does not have to ''begin'' in the corner, the opponent can be carried into it by the first half of the combo.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} )
        | Position  = Corner/Near-Corner
        | Damage    = 3080/5080
        | Drive      = {{drive sf6}}x4
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = LAUNCH TYPE: #3, #4 -
The manual delay following the {{clr|4|DRC}} allows the {{clr|9|5HP}} to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same ''{{clr|4|DRC}}, delay {{clr|9|5HP}}'' link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise).
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', {{clr|4|PDR}}, {{clr|8|2MP}} > ''Denjin'' {{clr|9|214HP}}, <br />{{clr|4|PDR}} , {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
        | Position  = Corner/Near-Corner
        | Damage    = 5902/6022
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Very Hard}}
        | Notes      = LAUNCH TYPE: #3, #4 -
The meter-dump, max damage combo with this juggle route with Denjin Charge available in the corner. It requires a tight manual delay of the last {{clr|9|5HP}} during the {{clr|4|DRC}} so it can be special cancelled into {{clr|9|236HK}}, while doing it early enough so that you can link a {{clr|9|623HP}}. Any of the {{clr|9|5HP}}s can be replaced with {{clr|9|4HP}} or {{clr|9|2HP}} depending on user preference. For a much easier version of the combo, omit the last cancel from {{clr|9|5HP}} > {{clr|9|236HK}}, and instead do {{clr|9|5HP}}, {{clr|9|623HP}} > {{clr|10|236236K}}, linking a {{clr|9|Heavy Shoryuken}} for 5586/5706 damage depending on starter, 316 less damage that's more lenient on the delay.
        |}}
}}
|-|j.MP Air-To-Air Juggles=
{{TheoryBox
{{TheoryBox
| Title      = Trade Combos w/ Setups
| Title      = {{clr|8|j.MP}} Air-To-Air Juggle Routes
| Oneliner  = Capitalising off favourable trades
| Oneliner  = Making the most of air-to-airs
| Difficulty =  
| Difficulty =  
| Damage    =  
| Damage    =  
Line 704: Line 927:
| Recipe    =
| Recipe    =
| 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}}. There are a wide spread of possible options for Ryu to juggle afterwards, but they are often dependent on the timing with which the {{clr|8|j.MP}} connects along Ryu's own jump arc. This section will help to map out the opportunities for extra damage that exist within this interaction.
}}
{{SF6-ComboTable
    | Header = j.MP Air-To-Air Juggles
    | Items =
        {{SF6-ComboTableItem
        | Combo      = ''rising {{clr|8|j.MP}}, 2nd Hit'' <br>=> 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}})
        | Position  = Anywhere/Corner
        | Damage    = 1600 / 2200 / <br>(2720 / 3500 / 4800)
        | Drive      = 0/{{drive sf6}}{{drive sf6}}
        | Super      = 0/1/3
        | Difficulty = {{clr|7|Easy}}/{{clr|8|Medium}}
        | Notes      =
By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air {{clr|8|j.MP}}. By itself, this does decent anti-air damage, but buffing the ender with {{clr|10|OD Aerial Tatsu}} or extending it in the corner with {{clr|10|Super Art 1}} provides excellent value for meter.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''mid-jump'', {{clr|8|j.MP}} <br>=> {{clr|9|623HP}}/{{clr|10|236236K}}
        | Position  = Anywhere
        | Damage    = 2100 / 4700
        | Drive      = 0
        | Super      = 0/3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. The 5-frame startup {{clr|7|LP Shoryuken}} is a safer meterless option for when the opponent is too close to the ground, and the 6-frame {{clr|10|SA3}} is a big damage juggle.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}}
        | Position  = Midscreen
        | Damage    = 2120 / 2600 / 4600
        | Drive      = 0/{{drive sf6}}{{drive sf6}}
        | Super      = 0/3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles.
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}}
        | Position  = Corner
        | Damage    = 3700 / 4800 / 4680
        | Drive      = 0/{{drive sf6}}{{drive sf6}}
        | Super      = 0/1/3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = These are the possible corner extensions for the above "''last moment''" {{clr|8|j.MP}} air-to-air juggles.
        |}}
    }}
</tabber>
== MODERN CONTROLS COMBOS ==
Alternative combo routings for Ryu when using the Modern control scheme, compiled by Pixelguin
<tabber>
|-|Light Starter=
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = Trade Combo Routes
     | Header = Normal Hit
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|5L}} > {{clr|9|623H}}/{{clr|3|6S}}
         | Position  = -
         | Position  = Anywhere
         | Damage    = -
         | Damage    = 1490/1322
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|10|Very Easy}}
         | Notes      = -
         | Notes      = Your basic light confirm into {{clr|3|H Shoryuken}}. Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|5L}}/{{clr|1|2L}}. The simplified input {{clr|3|6S}} does less damage than the manual input.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|2L}} > {{clr|2|4S}}/(A[{{clr|5|4S}}], {{clr|3|623H}})
         | Position  = -
        | Position  = Anywhere/Corner
         | Damage    = -
        | Damage    = 1130/1830
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|2L}}, and can only access {{clr|8|M Tatsu}}//{{clr|10|OD Tatsu}} with the {{clr|2|4S}}/A[{{clr|5|4S}}] input ({{clr|1|L Tatsu}} and {{clr|3|H Tatsu}} are both unavailable).
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|1|5L}} ~ {{clr|1|5L}} ~ {{clr|1|2L}} > {{clr|2|4S}}
         | Position  = Anywhere
         | Damage    = 1230
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|10|Very Easy}}
         | Notes      = -
         | Notes      = Due to Modern Ryu not having immediate access to {{clr|7|2LP}}, his only readily-available 4-frame normal is {{clr|1|5L}}. This can be chained into {{clr|1|2L}} to make the combo into {{clr|2|4S}} possible.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = A[{{clr|1|L}} ~ {{clr|1|L}}]
         | Position  = -
         | Position  = Anywhere
         | Damage    = -
         | Damage    = 1180
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|10|Very Easy}}
         | Notes      = -
        | Notes      = Modern Ryu's {{clr|1|Light}} Assisted-Combo, equivalent to {{clr|7|5LK}} > {{clr|7|236LK}}. This assisted-combo is the only way that Modern Ryu can access {{clr|7|236LK}}, an important tool that gives a safe-jump setup in the corner.
        |}}
        {{SF6-ComboTableItem
        | Combo      = (A[{{clr|1|L}}] / {{clr|1|5L}} ~ {{clr|1|2L}}) > {{clr|1|214L}} ( > {{clr|10|236236H}} )
        | Position  = Anywhere
        | Damage    = 860/1030/3030
        | Drive      = 0
        | Super      = 0/3
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = All versions of Ryu's Hashogeki are available with a manual input and a corresponding {{clr|1|L}}, {{clr|2|M}} or {{clr|3|H}} input. As well as being crucial for burn-out loops, any cancelable {{clr|1|L}} normal into {{clr|1|L Hashogeki}} is a confirm into {{clr|10|Super Art 3}}.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Counter Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|1|5L}}, ( A[{{clr|1|L}} ~ {{clr|1|L}}] / A[{{clr|1|L}}] > {{clr|2|4S}} )
        | Position  = Anywhere
        | Damage    = 1160/1370
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Counter-hit fishing with Modern Ryu's 4-frame {{clr|1|5L}} into A[{{clr|1|L}}] can vastly expand the possible combo routes...
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|1|5L}}, A[{{clr|2|M}}] > ( {{clr|2|2S}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} / A[{{clr|5|2S}}], {{clr|3|6H}} > 214X )
        | Position  = Anywhere/Midscreen
        | Damage    = 1512/2138/2133
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = ...including into {{clr|2|Medium}} links for higher-damage extensions. Note that Modern Ryu also has the crucial ''hop-kick'' command normal as {{clr|3|6H}}, so he can still access the {{clr|3|6H}} > Aerial Tatsu juggle for good oki.
        |}}
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|1|214L}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|3|623H}}<br> CH {{clr|1|214L}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|4S}}<br> CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|2|5M}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}})<br>!TRADE! CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|3|623H}}<br>!TRADE! CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}})
        | Position  = Anywhere<br>Anywhere<br>Corner<br>Anywhere<br>Corner
        | Damage    = 2320<br>1890<br>2720 (4720)<br>2472<br>2890 (4890)
        | Drive      = 1<br>1<br>1<br>1<br>1
        | Super      = 0<br>0<br>0 (3)<br>0<br>0 (3)
        | Difficulty = {{clr|8|Medium}}
         | Notes      = {{clr|1|214L}} launches on Counter-Hit, a very common occurence. {{clr|1|214L}} is a frame trap from the chained {{clr|1|2L}} and A[ {{clr|1|L}} ] ({{clr|1|5L}} > {{clr|1|214L}} can trade w/ 4-frame normals, which is actually beneficial as Ryu recovers faster after getting hit, allowing juggles into {{clr|3|Heavy}} normals out of {{clr|4|PDR}})
        |}}
    }}
    {{SF6-ComboTable
    | Header = Punish Counter
    | Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|1|5L}}, {{clr|2|2M}} > ({{clr|2|4S}} / {{clr|3|623H}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} )
        | Position  = Anywhere/Midscreen
        | Damage    = 1320/1740/2058
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Modern Ryu gets much the same combo routes as Classic Ryu does from a Punish Counter {{clr|1|5L}}, the only difference being some damage reduction on {{clr|2|M Tatsu}} and {{clr|5|OD Donkey Kick}} due to having to use the simplified input to access those moves.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC A[{{clr|1|L}}] > ( {{clr|2|2S}} / (A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} / ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}} )
        | Position  = Anywhere/Midscreen
        | Damage    = 1128/1902/2500
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Punish Counter enables links from A[{{clr|1|L}}] into Ryu's {{clr|5|OD}} specials, useful for moves that leave the opponent at -5 or worse but can be spaced beyond {{clr|1|5L}}'s range (e.g. Bison's {{clr|1|L}} and {{clr|2|M}} Scissor Kicks). This also creates strong cashouts for Ryu's Denjin Charge if it is stocked.
        |}}
    }}
|-|Medium Starter=
    {{SF6-ComboTable
    | Header = Normal Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = {{clr|2|2M}} > ( {{clr|2|4S}} / {{clr|2|2S}} / A[{{clr|5|2S}}] > {{clr|3|4H}} > {{clr|3|623H}} )
        | Position  = Anywhere/Midscreen
        | Damage    = 1140/1268/2042
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = Modern Ryu retains the classic {{clr|8|2MK}} as {{clr|2|2M}}. This can combo into any of Ryu's {{clr|1|Light}}, {{clr|2|Medium}} and {{clr|5|OD}} specials, as well as {{clr|3|623H}} in many combos. The listed combos are just some examples of possible links.
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|2|2M}} > ( {{clr|1|236L}} / {{clr|2|236M}} / {{clr|3|236HP}} / {{clr|5|236PP}} )
        | Position  = Anywhere
        | Damage    = 980/1140
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = As yet unmentioned, Ryu's other manual input special aside from Hashogeki and Shoryuken is ''Hadoken''. Due to buffs to Ryu's ''{{clr|8|Crouching Medium Kick}} > Hadoken'' cancel, {{clr|2|2M}} > {{clr|3|236H}} is a true blockstring and {{clr|2|2M}} > {{clr|1|236L}}/{{clr|2|236M}} is DI-safe. Using the manual input to access all versions of the special is therefore crucial to accessing the best of Modern Ryu.
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|2|5M}}, A[ {{clr|2|M}} ] > ( {{clr|2|4S}} / {{clr|2|2S}} / {{clr|3|623H}} / A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} )
        | Position  = Anywhere
        | Damage    = 1840/1968/2320/2742
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = Ryu's ''{{clr|8|Standing Medium Punch}}, {{clr|8|Crouching Medium Punch}}'' link is retained in Modern as ''{{clr|2|5M}}, A[ {{clr|2|M}} ]'' and allows much the same combos with the standard damage reduction applied to simple inputs for some specials. Note that Modern Ryu does not have access to {{clr|9|4HP}}, so this is the best link Modern Ryu gets from {{clr|2|5M}}.
        |}}
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|2|M}} ~ {{clr|5|M}} ~ {{clr|10|M}} ], ( ''w/ Denjin charge, corner-only'') {{clr|3|6H}} > 214X
        | Position  = Anywhere
        | Damage    = 3730 / 4900
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 2
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = Modern Ryu's {{clr|2|Medium}} Auto-Combo is equivalent to {{clr|8|2MP}} > {{clr|5|OD Hashogeki}} > {{clr|10|Super Art 2}}. Holding down either the {{clr|2|M}} or AUTO input allows the {{clr|10|Super}} to be charged slightly for extra damage. If Denjin Charge is held, the {{clr|5|OD Hashogeki}} will crumple the opponent, allowing extensions w/ {{clr|3|6H}} or {{clr|4|Parry Drive Rush}} in the corner.
        |}}
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|2|M}} ], ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )
        | Position  = Anywhere
        | Damage    = 1780 / 1540
        | Drive      = 0
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = A[ {{clr|2|M}} ], {{clr|8|Crouching Medium Punch}}, is +5 on hit, allowing a link into Ryu's {{clr|1|Light}} Auto-Combo or any other cancel route from A[ {{clr|1|L}} ].
        |}}
    }}
    {{SF6-ComboTable
    | Header = Counter Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|2|5M}}, {{clr|2|2H}} > ( {{clr|2|4S}} / {{clr|2|2S}} / A[{{clr|5|2S}}] > {{clr|3|4H}} > {{clr|3|623H}} )
        | Position  = Anywhere
        | Damage    = 2160/2288/3062
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = On Counter-Hit, {{clr|2|5M}} will link into {{clr|3|2H}}. This requires close-range or else the {{clr|3|2H}} can whiff, so this can be substituted with {{clr|2|2M}} instead with all worthwhile follow-ups still available if spaced out
         |}}
         |}}
     }}
     }}
}}
|-|Hashogeki Juggles=
{{TheoryBox
| Title      = Hashogeki Juggle Routes
| Oneliner  = Midscreen and Corner
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    =
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = Hashogeki Juggle Routes
     | Header = Punish Counter
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = PC {{clr|2|5M}}, {{clr|3|5H}} ~ {{clr|3|H}} ~ 2X
         | Position  = -
         | Position  = Anywhere
         | Damage    = -
         | Damage    = 2320
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|10|Very Easy}}
         | Notes      = -
        | Notes      = An available combo that stock a Denjin charge and gives good oki in the corner, can also be used after connecting with a {{clr|4|PDR}}/{{clr|4|DRC}} {{clr|2|5M}} due to the extra frame advantage
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|2|5M}}, {{clr|3|5H}} > ( {{clr|3|623H}} / A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} )
        | Position  = Anywhere
        | Damage    = 2640/3062
        | Drive      = 0 / {{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = A simple high-damage combo that can be performed off a PC {{clr|2|5M}}.
        |}}
    }}
|-|Heavy Starter=
    {{SF6-ComboTable
    | Header = Normal Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|3|H}} ~ {{clr|2|H}} ~ {{clr|2|H}} ~ {{clr|10|H}} ]
        | Position  = Anywhere
        | Damage    = 4440
        | Drive      = 0
        | Super      = 3
        | Difficulty = {{clr|10|Very Easy}}
         | Notes      = Modern Ryu's {{clr|3|Heavy}} Auto-Combo is equivalent to A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > {{clr|2|214M}} > {{clr|10|236236H}}.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ], ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )
         | Position  = -
         | Position  = Anywhere
         | Damage    = -
         | Damage    = 2410/2200
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|7|Easy}}
         | Notes      = -
         | Notes      = Due to Modern Ryu lacking {{clr|9|5HK}} and {{clr|9|4HP}}, his combos involving {{clr|3|Heavy}} normals are much less versatile than on Classic. Much of his combo potential in Modern revolves around A[ {{clr|3|H}} ]. The simplest such example is this combo featuring Ryu's Auto normals being linked in descending order of strength. Alternatively, {{clr|2|M Tatsu}} can be canceled into from A[ {{clr|1|L}} ] instead of completing the Auto-Combo.
         |}}
         |}}
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}}
         | Position  = -
        | Position  = Midscreen<br>Anywhere
         | Damage    = -
        | Damage    = 2942<br>2600/2712<br>3440
        | Drive      = {{drive sf6}}{{drive sf6}}<br>0<br>{{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Stopping the descending Auto-Combo pattern at A[ {{clr|2|M}} ] allows for extended combos with either {{clr|5|OD Donkey Kick}} or ''Denjin''-charged Hashogeki. {{clr|4|Parry Drive Rush}} can also be used to extend combos from non-{{clr|5|OD}} Denjin-Charged Hashogeki.
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|3|6H}} > 214X
         | Position  = Anywhere
         | Damage    = 1700
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|8|Medium}}
         | Notes      = -
        | Notes      = Much like {{clr|3|5H}}, {{clr|3|6H}} is a confirmable normal, and can be combo into Aerial Tatsu on hit. Failing to confirm this normal will leave Ryu extremely punishable at close-range.
        |}}
    }}
    {{SF6-ComboTable
    | Header = Counter Hit
    | Items =
        {{SF6-ComboTableItem
        | Combo      = CH {{clr|3|5H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>CH {{clr|3|5H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|4S}} ], {{clr|3|623H}} / {{clr|10|236236L}}
        | Position  = Anywhere/Corner
        | Damage    = 2140/1900<br>2880/3300
        | Drive      = 0<br>{{drive sf6}}{{drive sf6}}
        | Super      = 0<br>0 / 1
        | Difficulty = {{clr|7|Easy}}
         | Notes      = On Counter-Hit, {{clr|3|5H}} has frame advantage of +6, allowing Ryu's far-reaching A[ {{clr|1|L}} ] to combo into either its full Auto-Combo or a {{clr|2|4S}} ender. Both of these give excellent oki opportunities in the corner, and as {{clr|3|5H}} is an excellent meaty attack, opportunities to land this combo should be easy to find in matches. While in the corner itself, a combo extension with {{clr|5|OD Tatsu}} is also available
         |}}
         |}}
     }}
     }}
}}
|-|j.MP Air-To-Air Juggles=
{{TheoryBox
| Title      = {{clr|8|j.MP}} Air-To-Air Juggle Routes
| Oneliner  = Making the most of air-to-airs
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| 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}}.
     {{SF6-ComboTable
     {{SF6-ComboTable
     | Header = j.MP Air-To-Air Juggles
     | Header = Punish Counter
     | Items =
     | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = PC {{clr|3|5H}}, {{clr|2|2M}} > ( {{clr|2|4S}} / {{clr|2|2S}} )<br>PC {{clr|3|5H}}, {{clr|2|2M}} > A[ {{clr|5|4S}} ], {{clr|3|623H}} )
         | Position  = -
        | Position  = Anywhere/Corner
         | Damage    = -
        | Damage    = 2100/2228<br>3080
        | Drive      = 0<br>{{drive sf6}}{{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|8|Medium}}
        | Notes      = {{clr|3|5H}} has pretty excellent range, and in those situations where it lands as a Punish Counter from farther out, it is possible to link {{clr|2|2M}} afterwards to make the most of the opportunity.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}}
         | Position  = Anywhere<br>Corner
         | Damage    = 2400/2528<br>3090
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|8|Medium}}
         | Notes      = -
        | Notes      = {{clr|3|H Hashogeki}} does not naturally combo out of Ryu's {{clr|3|Heavy}} normals, but on Punish Counter it will combo out of both {{clr|3|5H}} and {{clr|3|2H}}. This is most easily achieved following a Perfect Parry. However, without access to the 7-frame {{clr|9|4HP}}, Modern Ryu may struggle to punish certain attacks on Perfect Parry, such as safe jabs, with this sequence and may be forced to use a punish combo starting from a {{clr|2|Medium}} attack instead.
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}}/{{clr|3|4H}} > {{clr|3|623H}} ( > {{clr|10|236236h}} )<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} [ {{clr|3|5H}} ~ {{clr|3|H}} ] > ''Denjin Charge''<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|4S}}<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|6H}} > 214X, ''safe jump in corner''<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}} )
        | Position  = Anywhere<br>Anywhere<br>Anywhere<br>Approaching Corner<br>Corner
        | Damage    = 3130 (5130)<br>2894<br>2774<br>3235<br>3490 (5490)
        | Drive      = 1<br>1<br>1<br>4<br>1
        | Super      = 0 (3)<br>0<br>0<br>0<br>0 (3)
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Due to lacking key {{clr|3|Heavy}} normals, Modern Ryu is more reliant on PC [ {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}} ] launches to eke out damage. A {{clr|4|Parry Drive Rush}} is required to get the most out of this opportunity, and it can be converted for either damage ({{clr|3|623H}}), oki ({{clr|2|4S}}), a Denjin Charge w/ oki in the corner (({{clr|3|5H}} ~ {{clr|3|H}}) or a safe jump route in the corner ({{clr|3|6H}} > 214X). Even with a smaller pool of normals, the possibilities here are numerous and worth experimenting with
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|3|6H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>PC {{clr|3|6H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|4S}} ], {{clr|3|623H}} / {{clr|10|236236L}}
        | Position  = Anywhere/Corner
        | Damage    = 2140/1900<br>2880/3300
        | Drive      = 0<br>{{drive sf6}}{{drive sf6}}
        | Super      = 0<br>0 / 1
        | Difficulty = {{clr|8|Medium}}
        | Notes      = The same links from a Counter-Hit {{clr|3|5H}} are available when {{clr|3|6H}} lands as a Punish Counter. As {{clr|3|6H}} has low-crush properties, this can happen quite often, especially vs players that are overly comfortable with pressing their character's low pokes
        |}}
    }}
|-|Parry Drive Rush / Drive Rush Cancel Combos=
    {{SF6-ComboTable
    | Header = Parry Drive Rush
    | Items =
        {{SF6-ComboTableItem
        | Combo      = {{clr|4|PDR}} {{clr|2|6M}}, {{clr|2|5M}}/A[{{clr|2|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|623H}}
        | Position  = Anywhere
        | Damage    = 1840/1968/2320
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|10|Very Easy}}
        | Notes      = The first half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. The {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}} is +3 on-block, allowing for follow-up pressure if the opponent successfully blocks
        |}}
        {{SF6-ComboTableItem
        | Combo      = {{clr|4|PDR}} {{clr|2|2M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}}
        | Position  = Anywhere
        | Damage    = ##
        | Drive      = {{drive sf6}}
        | Super      = 0
        | Difficulty = {{clr|1|Easy}}
        | Notes      = The second half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. Note that unlike the {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}}, {{clr|2|2M}} is -2 on-block out of a {{clr|4|Parry Drive Rush}}, so savvy opponents are likely to attempt to take their turn back
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump''
        | Position  = Midscreen, approaching corner for safe jump
        | Damage    = 2052/2472
        | Drive      = {{drive sf6}}x3
        | Super      = ##
        | Difficulty = {{clr|2|Medium}}
        | Notes      = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump''
        | Position  = Midscreen, approaching corner for safe jump
        | Damage    = 2052/2472
        | Drive      = {{drive sf6}}x3
        | Super      = ##
        | Difficulty = {{clr|2|Medium}}
        | Notes      = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling
        |}}
        {{SF6-ComboTableItem
        | Combo      = Starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|2|214M}}, {{clr|3|623H}}
        | Position  = Corner
        | Damage    = 2004/3194
        | Drive      = {{drive sf6}}x3
        | Super      = 0
        | Difficulty = {{clr|2|Medium}}
        | Notes      = A basic non-Super {{clr|4|Parry Drive Rush}} extension following {{clr|5|OD Tatsu}} in the corner. Can begin off {{clr|1|Light}}, {{clr|2|Medium}} or {{clr|3|Heavy Starters}}. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters''
        |}}
    }}
    {{SF6-ComboTable
    | Header = Drive Rush Cancel
    | Items =
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] )/( A[ {{clr|2|M}} ] > {{clr|3|623H}} )
        | Position  = Anywhere
        | Damage    = 1432/1609
        | Drive      = {{drive sf6}}x3
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Due to lacking the 7-frame startup {{clr|9|4HP}}, Modern Ryu's potential combo routes off a DRC'd {{clr|1|Light}} normal are severely curtailed. His best option is the ['' {{clr|1|5L}}, {{clr|2|5M}}  ''] route featured here, as it can link into either the {{clr|1|L}} or {{clr|2|M}} auto-normals.
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any {{clr|2|Medium}}/{{clr|3|Heavy}} starter > {{clr|4|DRC}} {{clr|3|5H}}, ( {{clr|2|5M}}/A[ {{clr|2|M}} ] > {{clr|3|623H}} ) / ( {{clr|2|5M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] )
        | Position  = Anywhere
        | Damage    = 2013 - 2714
        | Drive      = {{drive sf6}}x3
        | Super      = 0
        | Difficulty = {{clr|7|Easy}}
        | Notes      = The lack of {{clr|9|4HP}} similarly limits the potential routes into {{clr|4|DRC}} {{clr|3|5H}}. The best option to link after {{clr|4|DRC}} {{clr|3|5H}} is {{clr|2|5M}} as it can simply be canceled into a number of specials or can link into Modern Ryu's {{clr|1|Light}} auto-combo. ''Damage tested with {{clr|2|2M}} and {{clr|3|5H}} starters''
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC ( DI / A[ {{clr|3|H}} ] ) > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Anywhere
        | Damage    = 5268/5794
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|7|Easy}}
        | Notes      = The need to interchange {{clr|2|Medium}} and {{clr|3|Heavy}} normals during Modern Ryu's {{clr|4|Drive Rush Cancel}} combos severely impacts the damage output, even from an ideal starter. Notably, Modern Ryu can only combo into his {{clr|3|Heavy}} normals off a Punish Counter A[ {{clr|3|H}} ] starter or a Punish Counter Drive Impact
        |}}
        {{SF6-ComboTableItem
        | Combo      = Any starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Corner
        | Damage    = 4132 - 5548
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Optimal corner combo following an {{clr|5|OD Tatsu}} launch in the corner. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters''
        |}}
 
    }}
|-|Drive Impact Crumple / Wall Splat / Stun=
    {{SF6-ComboTable
    | Header = following Drive Impact Crumple
    | Items =
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ] > {{clr|10|214124M}}, ''hold, then release'', ( {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Midscreen
        | Damage    = 2860<br>3074<br>3384<br>3754(4454)<br>5074
        | Drive      = 0 / 2
        | Super      = 0 - 3
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Due to lacking {{clr|9|5HK}} in Modern, Ryu's primary option following a Drive Impact crumple is the ''A[ {{clr|3|H}} ], A[ {{clr|2|M}} ]'' link and all its potential follow-ups. Here are the highest damage midscreen options.
        |}}
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|4S}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|1|214L}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}} > {{clr|10|214124M}}, ''hold, then release'', ( {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|2S}} > {{clr|10|236236H}}
        | Position  = Midscreen
        | Damage    = 3160<br>3460<br>3674<br>4000(4800)<br>5160
        | Drive      = 1<br>2<br>1<br>2<br>1
        | Super      = 0 - 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Alternative midscreen routing for when Denjin Charge is held
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''dash'', {{clr|3|2H}} > {{clr|2|214M}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|1|214M}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|214M}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Corner
        | Damage    = 3000<br>3374<br>3624<br>5502
        | Drive      = 1<br>3<br>3<br>6
        | Super      = 0 - 3
        | Difficulty = {{clr|8|Medium}}
         | Notes      = Corner routing for Modern Ryu's post-DI crumple combos is actually very similar to Classic, due to the prevalence of Hashogeki juggles. As Modern Ryu uses Hashogeki with a manual input only, both damage and routing are largely unchanged.
        |}}
        {{SF6-ComboTableItem
        | Combo      = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|1|214L}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, {{clr|3|214H}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|214M}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}} > {{clr|10|214214M}}, ''hold, then release'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|1|214L}}, ( {{clr|3|623H}} / {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, {{clr|3|5H}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Corner
        | Damage    = 3290<br>3600<br>3904<br>4685/5047<br>5690
        | Drive      = 0<br>2<br>3<br>3<br>6
        | Super      = 0 - 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Alternative corner routing for when Denjin Charge is held
         |}}
         |}}
    }}
    {{SF6-ComboTable
    | Header = Wall Splat
    | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = Wall Splat, {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}}
         | Position  = -
         | Position  = Corner
         | Damage    = -
         | Damage    = 2176
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|7|Easy}}
         | Notes      = -
         | Notes      = Modern Ryu's basic wallsplat combo is unchanged from Classic, as all specials can use motions to retain max damage
         |}}
         |}}
    }}
    {{SF6-ComboTable
    | Header = Stun
    | Items =
         {{SF6-ComboTableItem
         {{SF6-ComboTableItem
         | Combo      = -
         | Combo      = ''Denjin Charge'' (''DC''), j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}}
         | Position  = -
         | Position  = Corner
         | Damage    = -
         | Damage    = 2670
         | Drive      = 0
         | Drive      = 0
         | Super      = 0
         | Super      = 0
         | Difficulty = -
         | Difficulty = {{clr|7|Easy}}
         | Notes      = -
        | Notes      = Modern Ryu's best meterless Stun combo, note that Classic Ryu's best meterless Stun Combo elides using the Denjin Charge entirely and still does more damage
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''DC'', j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|5|214XX}}, ''walk/dash forward'' {{clr|3|2H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}} )
        | Position  = Corner
        | Damage    = 3020 (5020)
        | Drive      = {{drive sf6}}{{drive sf6}}
        | Super      = 0 (3)
        | Difficulty = {{clr|7|Easy}}
        | Notes      = Fortunately, this slightly more expensive combo is entirely unchanged from Classic and does the same damage. However, due to lacking many of Classic Ryu's crucial {{clr|3|Heavy}} normals, this is also close to being Modern Ryu's best route into {{clr|10|SA3}} off a Stun (it is certainlly the best value-for-Drive)
        |}}
        {{SF6-ComboTableItem
        | Combo      = ''DC'', {{clr|10|214214M}} ''full charge'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}}/{{clr|10|236236L}}
        | Position  = Corner
        | Damage    = 4684/4888
        | Drive      = {{drive sf6}}x4
        | Super      = 2/3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = When using {{clr|10|SA2}} in a Stun combo, it is best to start with a fully-charged {{clr|10|SA2}} ''immediately'' after performing the Denjin Charge. {{clr|10|SA1}} can be used at the end of the combo in lieau of {{clr|3|623H}} for some extra damage
        |}}
    }}
|-|Max Damage Punishes=
    {{SF6-ComboTable
    | Header = Max Damage Punishes
    | Items =
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|10|214XX}}, {{clr|2|5M}} > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Anywhere
        | Damage    = 5954
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Without Denjin Charge, Ryu's best midscreen Punish Counter starter is {{clr|5|OD Hashogeki}}, just as it is in Classic
        |}}       
        {{SF6-ComboTableItem
        | Combo      = PC {{clr|10|214XX}}, {{clr|2|5M}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Corner
        | Damage    = 6206
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|9|Hard}}
        | Notes      = In the corner, Modern Ryu's best Punish Counter starter without Denjin Charge is still {{clr|10|OD Hashogeki}} due to lacking access to {{clr|3|Heavy Donkey Kick}}
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}}, {{clr|3|5H}} > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Anywhere
        | Damage    = 6280
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = With Denjin Charge available, Modern Ryu's best midscreen Punish Counter is a DRC loop starting off a Punish Counter A[ {{clr|3|H}} ]. This is the closest Modern Ryu has to Classic Ryu's equivalent and far more damaging midscreen DRC loop
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}}, {{clr|3|5H}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}}
        | Position  = Anywhere
        | Damage    = 6442
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Medium}}
        | Notes      = Modern Ryu's best corner option with Denjin Charge available
        |}}
        {{SF6-ComboTableItem
        | Combo      = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}} > {{clr|10|214214M}} ''partial hold'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|10|236236L}}
        | Position  = Anywhere
        | Damage    = 6168
        | Drive      = {{drive sf6}}x6
        | Super      = 3
        | Difficulty = {{clr|8|Hard}}
         | Notes      = A very useful sequence as a manual delay following the partially-charged Shin Hashogeki can allow for slight recovery of Drive Gauge mid-combo, potentially preventing Burnout
         |}}
         |}}
     }}
     }}
}}
</tabber>
</tabber>


{{Character Subnav SF6 | chara=Ryu }}
{{Character Subnav SF6 | chara=Ryu }}

Latest revision as of 20:56, 26 January 2025


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)

NOTE: As of 11/16/2024, this page has been updated to remove redundant combos/data and some new combos have been added. Section on combos out of meaty attacks on knockdown has been removed and all data moved to the "Ryu/Strategy" page.

NOTE: As of 12/02/2024, damage values for combos featuring OD Hashogeki have been updated, corner combos with (236HK, 623LP) juggle have been updated to use 623MP instead, and new combo routes for 6HK have been added.

BASIC COMBOS

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK ~ 2LP ~ 5LP > 214LK/623HP Anywhere 1190/1490 0 0 Very Easy Your basic light confirm.
2LK ~ 2LP ~ 2LP > 214MK/236LK Anywhere 1250/1310 0 0 Very Easy 5LP does not combo into MK Tatsu or LK Donkey Kick naturally, but 2LP has slightly greater hitstun and allows this. MK Tatsu is useful if looking for corner carry and oki midscreen, but LK Donkey Kick does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup.
2LK ~ 2LP ~ 5LP > 214KK, 623HP Corner 1950 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 1370 0 0 Easy Counter-hit 2LP/5LP links into 5LK, which combos naturally into LK Donkey Kick. This is punishable on block (-11), so must be confirmed from the counter-hit link into 5LK.
CH 2LP/5LP, 2MP/5MP > 236MK/(236KK, 4HK > 623HP) Anywhere/Midscreen 1680/2250 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Easy Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP reaches slightly farther and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled into from 2MP. The knockback from MK Donkey Kick allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's Super 3, but only just (use LK Donkey Kick vs Cammy to guarantee a safe Denjin Charge here).
CH 2LP/5LP, 2MP > Denjin 214P, 214MK/236MK/623HP Anywhere/Corner 2000/2120/2240 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 (PDR), but (MK Tatsu, MK Donkey Kick and corner-only HP Shoryuken) represent the most useful and damaging options without PDR.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5LP, 2MK > 236MK/623HP/(236KK, 4HK > 623HP) Anywhere/Midscreen 1600/1740/2170 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, 4HK > 623HP)/(Denjin 214PP, dash, 2HP > 623HP) Anywhere 1160/2030/2400 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 LP/MP Swagger Step (which can be safe if spaced but are both -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, 6HK > 214K) Anywhere 1300/1460/2155 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, MK Donkey Kick and MK Tatsu are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. MK Donkey Kick is punishable but less so than any version of Tatsu and leaves you free to pop a Denjin charge on hit. 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 extensions can buff up the damage significantly. Note the different OD Donkey Kick extension: 6HK > Aerial Tatsu gives superior knockdown advantage at the cost of little damage.
2MK > 236LP/236MP/236HP Anywhere 980 0 0 Very Easy As of the 12/02/2024 balance update, 2MK had its cancel window moved forward by 2 frames, making Ryu's classic option of "Low Forward Fireball" significantly more powerful than it had been. In practice, this means that 2MK > 236HP is always a true blockstring even at max-range, and 2MK > 236LP is DI-safe as the opponent now cannot punish the LP Hadoken cancel with DI (2MK > 236MP appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing 2MK > 236P into a Drive Impact is still a hazard if Super Art 3 is not available to be canceled into, so don't get predictable.
5MP, 2MP > 214MK/236MK/623HP Anywhere 2000/2160/2320 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 naturally combos into HK Donkey Kick.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5MP, 2HP > 214MK/236MK/(236KK, 4HK > 623HP) Anywhere 2320/2480/3190 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Easy On Counter-Hit, 5MP can be linked into 2HP for some high-damage combos. If spaced-out, the 2HP is liable to whiff, so 2MK can be substituted instead to guarantee that all follow-ups connect at the expense of some significant damage.
CH 5MP, 2HK, dash, 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 Strategy for more meaty setups/okizeme.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5MP, 5HP ~> HK, DENJIN CHARGE Anywhere 2320 0 0 Easy As of the 05/22/2024 balance patch, Ryu's High Double Strike target combo (5HP ~> HK) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty 5MP/2MP setup is available here.
PC 5MP, 5HP > ( 623HP / 236KK, 4HK > 623HP ) Anywhere 2640/3190 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy A simple high-damage combo that can be performed off a PC 5MP.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK, 2MK > 214MK/236MK/623HP Anywhere 2200/2360/2520 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 > 214K/214KK Anywhere 1700/2300 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Hard This is a viable one-hit confirm, similar to 5HP, with the difference that 6HK goes over lows late into its startup. As of the 12/02/2024 balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as OD Aerial Tatsu, for a meterless cancel option plus decent dash-up oki midscreen.
6HP, 2MP > 214MK/623HP Anywhere 2200/2520 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 2340/2410 0 0 Easy As 6HP pushes Ryu forward, the link from 2MP into 5LK becomes much more reliable than it might otherwise be. LK Donkey Kick gives you space to pop Denjin and is a safe jump in the corner. The MK Tatsu ender does provide oki, but this oki is worsened midscreen as you can only forward dash and Jab if they Back-Rise.
6HP, 2MP > 236KK, 4HK > 623HP/236LK/236MK Midscreen 3070/2905/2960 SF6 drive gauge.pngSF6 drive gauge.png 0/3 Medium As of the 22/05/2024 balance patch, Ryu can now combo into LK and MK versions of Donkey Kick as well as the standard HP Shoryuken cancel out of 4HK. These new options do less damage but give enough space to stock a Denjin Charge safely vs most characters. Each of these enders is a viable cancel into Super Art 3.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 6HP, 4HP > 236HK, (623MP) Anywhere/Corner 2800/3640 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 (623MP) for big damage.
CH 5HP, 5LK > ( 236LK / 214LK / 214MK ) Anywhere 2140/1980/2060 0 0 Easy On Counter-Hit, 5HP has frame advantage of +6, allowing Ryu's far-reaching 5LK to combo into either a LK Donkey Kick, LK Tatsu or MK Tatsu ender. All of these give excellent oki opportunities in the corner, and as 5HP is an excellent meaty attack, opportunities to land this combo should be easy to find in matches.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 236HK, 6HK > (214K/214KK, 236236P/236236K) Corner 3080/4660/5760 0 0/1/3 Medium A demonstration of how the changes to Ryu's 6HK as of the 12/02/2024 balance update can be integrated into his combos. In this case, 6HK > 214K can juggle the opponent as they are in the rolling animation caused by the PC 236HK. If 214KK is used instead, then Super Art 1 and Super Art 3 can be linked as the opponent is falling.
PC 5HK, dash, 2HP > 623HP/(236KK, 623HP) Anywhere/Midscreen 3000/3430 0/SF6 drive gauge.png 0 Easy An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC 5HK puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The forward dash 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 so as to make follow-up juggles more reliable.
PC 5HK, 4HP > 236HK, 623MP Corner 3760 0 0 Medium Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent at close-range.
PC 6HK, 5LK > 236LK / (214KK, 623HP) Anywhere/Corner 2140/3040 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Medium As 6HK has low-crush properties after frame 13, it is very possible for it to land as a Punish Counter vs an opponent going for a low attack. In this case, 5LK links from quite far out and cancels reliably into LK Donkey Kick. In the corner this gives a safejump, but OD Tatsu linked into HP Shoryuken can be substituted in for a major damage boost.
PC 5HP/2HP/4HP > 214HP, 214MK/236MK
PC 5HP/2HP/4HP > 214HP, PDR 5HP > 214LP, 2HK
PC 5HP/2HP/4HP > 214HP, 214LP, 623LP
PC 5HP/2HP/4HP > 214HP, PDR 5HP > 214LP, 623HP
Anywhere/Anywhere/Corner/Corner 2560/2720
3176
3090
3431
0
SF6 drive gauge.png
0
SF6 drive gauge.png
0 Medium HP Hashogeki does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his Heavy Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: 4HP is the fastest at 7-frames startup and can be used to punish Lights on Perfect Parry but is also very short-range; 5HP is much farther reaching and can punish Mediums. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to 1545.
PC DI/5HK, delay, 5HP > 236KK, dash forward 623LP
PC 5HP/2HP/4HP > 214HP, PDR 2HP > 236KK, dash forward 623LP
PC 5HP/2HP/4HP > 214HP, PDR 5MP > 214HK
Facing Midscreen, back to Corner 2765/3235
3282
2876
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0 Medium Punish Counter Heavies give Ryu multiple routes to sideswap when he has his back to the corner. The best of these involve OD Donkey Kick followed by a dash-under LP Shoryuken as it puts the opponent closest to the corner; a delay is required for the opponent to enter an airborne state during the crumple animation, so that they can be juggled before the OD Donkey Kick connects. Without a PC 5HK/DI crumple, an opponent can be launched from any PC Heavy Punch into HP Hashogeki; these same routes can also be applied to Denjin-charged HP Hashogeki, which can combo naturally from Mediums.

SUPER ART COMBO ROUTES

Ryu's Super Art 1, Shinkuu/Denjin 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. NOTE: with Denjin Charge, Shinkuu Hadoken becomes Denjin Hadoken and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shinkuu Hadoken .

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 214P OR Counter-Hit 214LP/214MP ), 236236P Anywhere Variable Variable Variable Variable Ryu has numerous juggle routes following a Hashogeki launch, and Super Art 1 can fit very neatly at the end of them, occasionally 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.
PC 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 Gauge.
Any cancelable Heavy > DRC 5HK, 5HK, 236236P Anywhere 3357 3 1 Medium This is an optional ender for Ryu's basic Drive Rush Cancel loop (see Drive Rush Combos below). Rather than following up DRC 5HK with 5HP into a special cancel, follow up with a 5HK link followed by a Super Art 1 link. An excellent meter-efficient way to close out Round 1.

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. Shin/Denjin Hashogeki has three levels of charge that can be activated by holding down the attack button. NOTE: with Denjin Charge, Shin Hashogeki becomes Denjin Hashogeki and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shin Hashogeki .

SA2 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > DENJIN 214PP > 214214P Anywhere 3120-4000 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Your basic grounded route into Super Art 2. Without Denjin Charge, the OD Hashogeki will not crumple on hit and the Shin Hashogeki must be released immediately after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. The two starters used to measure damage were 2MK and 5HP. Min and Max damage are inclusive of routes with/without Denjin Charge and Level 2/Level 3 charges of 214214P.
Starter > 236KK > 214214P Midscreen 3090-3850 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Another route into the level 3 charge that does a hair less damage overall.
Any Medium/Heavy Starter > Denjin 214PP > 214214P, PDR, 2HP > 623HP Corner 4236 - 5186 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 3, 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. NOTE: at low health Super Art 3 becomes Critical Art and does significantly more damage. For simplicity's sake, all damage values are based on the regular 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 4050 - 4950 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 - 5079 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, 623MP, 236236K Corner 4683 - 5403 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 MP Shoryuken into Super Art 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP, 236236K Corner 6145 SF6 drive gauge.pngx6 3 Hard 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 MP Shoryuken and substitute a HP Shoryuken canceled into 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 2000/2160/2320 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 +3, so Ryu is in a strong position to mixup the opponent at point-blank.
PDR, 2MK, 5LK > 214MK/236LK Anywhere 1440/1510 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.
Any Medium starter > 236KK, PDR, 5MP, 6HK > 214K, safe jump Anywhere 2180/2632 SF6 drive gauge.pngx3 0 Medium A demonstration of how PDR mid-combo can provide utility as well as expanded damage. In this case, a PDR following OD Donkey Kick enables a juggle route ending in a +42 knockdown and a safe jump. This concept can be applied as well to launch states resulting from Hashogeki (see Hashogeki Juggles below). The starters used to test damage values were 2MK and 2MP.
Starter > 214KK, PDR, 5MP/2MP > 214MP, 623HP Corner 2650-3550 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. 2MP will reach a bit farther in this context letting 214KK be used slightly farther out.

Drive Rush Cancel Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Light Starter > DRC, 5LP, 4HP > 236HK/623HP/(236HK, 623MP) Anywhere/Corner 1639/1690/2143 SF6 drive gauge.pngx3 0 Medium A standard DRC combo route that can be landed easily from Light confirms, links into Light normals or in punish situations. Does some healthy damage in the corner with the familiar HK Donkey Kick into MP Shoryuken juggle.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK/623HP Anywhere 2179 - 3130 SF6 drive gauge.pngx3 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 MP Shoryuken and OD Shoryuken, making it the superior choice in that screen position. Damage values teseted with 2MK and 5HP as starters.
PC (DI 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 PC 5HK or PC Drive Impact round ender, this route is the bread-and-butter meter dump combo for Ryu.
PC (DI or 5HK), 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP > 236236K Corner 5676/6450 SF6 drive gauge.pngx6 3 Medium A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the 236HK, 623MP can be replaced with 623 HP for 162/241 less damage (depending on the starter).
Any Starter > 214KK, PDR, 2MP, DRC, 2HP, 236HK, 623HP > 236236K Corner 4884/5931 SF6 drive gauge.pngx6 3 Medium This is the optimal damage route following an OD Tatsu launch in the corner. Eminently usable as OD Tatsu can combo naturally from Ryu's cancelable Light normals. Damage values tested with 5LP and 5HP as starters

DRIVE IMPACT AND STUN COMBOS

Drive Impact Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC Drive Impact, 5HK, 2MK > 623HP/(Denjin 214P, PDR, 5HP > 214LP, 2HK) Anywhere 2870/3309 0 / SF6 drive gauge.png 0 Easy The HP Shoryuken ender represents the highest damage meterless combo available following a PC 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. As of the 22/05/2024 balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of 2MK; the follow-up juggle requires only a little Drive Gauge (in the form of a Parry Drive Rush) to give some huge returns. See Advanced/Niche Combos below for more post-Hashogeki juggles.
PC Drive Impact, 6HP, 2MP, 5LK > 236LK Anywhere 2750 0 0 Easy An alternative starting route for the combo above, also meterless, but this one ends in LK Donkey Kick, allowing a safe Denjin Charge at midscreen or a safe jump in the corner.
PC Drive Impact, dash, 2HP > 214MP, 623HP Corner 3000 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.
PC Drive Impact, 6HP, 2MP > Denjin 214P, 214LP, 623LP Corner 3290 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 can also be canceled into Super Art 3 for a huge damage burst.
PC Drive Impact, neutral jump, 8HP, 6HK > 214KK, (623P/236236P/236236K) Anywhere 3060/3340/3760/5060 SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Medium A two-bar extension for when Denjin Charge is not available. In the corner, this can be extended meterlessly with 623P (strength doesn't matter, even for OD Shoryuken, as only the aerial frames will connect) or resources can be spent instead on a link to Super Art 1 or Super Art 3.
PC Drive Impact, 5HK, 2MK > Denjin 214PP, 5HP > 623HP Anywhere 3470 SF6 drive gauge.pngSF6 drive gauge.png 0 Easy With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some punishing damage. It is difficult to stack extra damage on top of this without canceling the HP Shoryuken ender into Super Art 3.
PC Drive Impact, 5HK, 2MK > Denjin 214PP, dash, 2HP > 214LP, 623HP Corner 3610 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 LP 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 214P, j.MP (2nd hit) > ( 214K/214KK, 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. 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
Wall Splat, 5HP > Denjin 214P, PDR, 4HP > 236MK, 623MP Corner 3320/3502/3554 1/SF6 drive gauge.png 0 Hard Landing the final 623MP requires frame perfect execution, the combo can be made significantly easier by replacing the 4HP with a 5MP/2MP and/or the 623MP with a 623LP at the expense of a little bit of damage. 3320 damage is with 1 bar used, the 3502 and 3554 damage values are from extending the combo further with one or two DRC respectively and replacing the 623MP with a 623HP. The final dp of all combo variants can be canceled into SA3 for more damage.

Stun Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Denjin Charge (DC), j.HP, 4HP > 236HK, 623MP Corner 2780 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.
DC, j.HP, 5HP > Denjin 214PP, dash/walk, 5HP > 214MP, 623HP > SA3 Corner 5020 SF6 drive gauge.pngx2 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.
DC, j.HK, 5HK, 2MK > 214KK, PDR, 5MP > Denjin 214P, j.MP (2nd hit) > 214KK, SA1 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.
DC, j.HK, 5HP > Denjin 214PP, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP > SA3 Corner 5186 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.
DC, Full Charge 214214P, PDR, 2HP > DRC, 2HP > 236MK, 623HP/236236P Corner 4780/4984 ~SF6 drive gauge.pngx4.5 2/3 Medium The max damage route if you just want to spend Level 2 or if you are tired of watching the cutscene. You can spend Level 1 at the end if you are worried that it won't kill.

MAX DAMAGE PUNISHES

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 214PP, 4HP ( > DRC, 5HK, 5HP)x2 > 623HP > 236236K Anywhere 6475/6725(CA) SF6 drive gauge.pngx6 3 Hard As of the 12/02/2024 balance update, the non-Denjin version of OD Hashogeki was buffed to 1100 base damage. This makes it Ryu's highest damage midscreen Punish Counter starter (the highest overall is HK Donkey Kick). This is the best damage Ryu can get off a deep Punish Counter midscreen without Denjin Charge or microwalks to extend the old-brown-shoes [5HK, 5HP, DRC] loop.
PC 214PP, 4HP > 214KK, PDR, 2MP, DRC, 2HP, 236HK, 623HP > 236236K Corner 6704/6954(CA) SF6 drive gauge.pngx6 3 Hard A corner variant of the above concept, utilising the max damage sequence following OD Tatsumaki in the corner.
PC 5HK, 5HP > Denjin 214PP, 5HP ( > DRC, 5HK, 5HP)x2, 623HP > 236236K Anywhere 6619/6869(CA) SF6 drive gauge.pngx6 3 Medium At midscreen with Denjin Charge available, Ryu can revert to a simplified Punish Counter route starting with 5HK and still cash out for more than without Denjin Charge. Be aware of unique recovery states where the opponent may be crouching, as this will cause 5HK to whiff.
PC 5HK, 5HP > Denjin 214PP, 5HP > 214KK, PDR, 2MP > DRC, 2HP > 236HK, 623HP > 236236K Corner 6767/7017(CA) SF6 drive gauge.pngx6 3 Hard This is Ryu's max damage full resource dump from a PC 5HK in the corner when Denjin Charge is available. With CA it breaks 7k damage.
PC 5HK, 5HP > Denjin 214PP > 214214P, PDR, 2HP > DRC, 2HP > 236MK, 623HP/236236P Corner 6156/6406 SF6 drive gauge.pngx6 2/3 Hard Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on Shinku Hadoken at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after Shin Hashogeki will allow Ryu to build back a slight amount of Drive avoiding burnout entirely.
PC 236HK, Denjin 214HP, PDR, 4HP > DRC, 2HP > DRC, dl. 2HP > 236HK, 623HP > 236236K Corner 6806/7056(CA) SF6 drive gauge.pngx6 3 Hard Max damage off a Punish Counter 236HK in the corner. Has a delay before the final 2HP in order for it to hit during its cancelable frames. For easier execution, use 236MK instead at the end.
PC 5HK, 5HP, DRC, 5HK, dl. 5HP ( > DRC, 5HK, 5HP)x2, 623HP > 236236K Anywhere 6503/6753(CA) SF6 drive gauge.pngx7 3 Very Hard The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin OD Hashogeki this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style.

ADVANCED/NICHE COMBOS

Trade Combos w/SetupsCapitalising off favourable trades


If the opponent is given a gap in offence of 4 frames, enough time for the 1st active frame of their fastest normal to come out, it is possible to force them into a trade situation at relatively low risk. The following setups demonstrate some of the ways Ryu can force favourable trades that allow him to combo for big damage. All setups are tested to work against both a 4-frame normal with the lowest hitstun in the game and one with the highest. Respectively, these are as of March 2024 Dee Jay's 5LP (13 frames natural hitstun) and Manon's 5LP (17 frames, tied with Honda and JP's 2LPs).

Trade Combo Routes
Trade Setup Position Adv. (max/min) Link into... Notes
5LP > CH 214LP !TRADE! Anywhere Launch PDR, 5HP, etc.

A built-in frametrap from Ryu's LP Hashogeki. At -3 on block, this is not abuseable, but then again it isn't punishable either. The trade is only possible because of the shorter hitstun on Ryu's 5LP compared to his 2LP, the latter being a more true frametrap. The bonus of this trade is that it allows more damaging links following the launch, as CH LP Hashogeki is usually limited to juggles with specials, Super Art 1 or PDR into a Medium Punch due to its long recovery. The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as PDR, 5HP is a reliable link and is always the best and most versatile metered option, comboing into either HP Shoryuken or HK Donkey Kick. For extra damage in the corner, PDR, 5HP > MP Hashogeki, HP Shoryuken provides excellent damage for one Drive bar, and can cancel into Super Art 3.

Forward throw, PDR, CH 5HP !TRADE! Anywhere +18/+14 5HP, 2MK, 2HK, (vs. Dee Jay) 6HK

Potentially one of the strongest trade setups in the right matchups. The link from PDR CH 5HP to 5HP after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. MK Donkey Kick) all the way up to a Drive Rush Cancel meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link 6HK > OD Tatsumaki. The tricksiest part of this setup is that the Parry Drive Rush can be feinted with 5LP to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out any reversal from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's SA1, Dhalsim's SA2 and will be caught by Gief's, Lily's and Manon's SA3).

Something +1/+2/+3 on block, CH 623LP/623MP/623HP (use the respective version for the block advantage) !TRADE! Anywhere Launch of varying quality Followup Combo HIGHLY dependent on position and version of Shoryuken used

It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. Light Shoryuken's trade doesn't lead to much besides a Medium Tatsu or Shinku Hadoken midscreen or a 623HP in the corner. On the other hand, Heavy Shoryuken and Medium Shoryken both let you jump for a full j.MP late hit Air Tatsu to Heavy Shoryuken in the corner (with the obvious cancel to Shin Shoryuken). Flex your reads and make friends laugh (or cry).

Hashogeki Juggle RoutesMidscreen and Corner


Sitting at the flashier end of Ryu's kit in SF6, Ryu can launch the opponent via his new move Hashogeki. There are several ways in which this move can launch the opponent.

  1. HP Hashogeki
  2. Denjin-Charged non-OD Hashogeki
  3. Counter-Hit Light
  4. Counter-Hit Medium Hashogeki

Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing.
As for comboing into them, #2 is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable Mediums; #1 is the second-easiest, as Ryu can combo into it from PC or PDR-enhanced 4HP and 2HP (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block LP Hashogeki while #4 is a Counter-Hit from the punishable MP Hashogeki, making them harder to achieve and more risky to go for.
The following is a list of possible follow-ups sorted according to the type of launch. NOTE: all damage values for Launch Types #3/#4 use LP Hashogeki, launches from MP Hashogeki will do more damage than is listed.

Hashogeki Juggle Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
HP/DC Hasho, ( 214MK/236MK/PDR, 5HP > 214LP, 2HK ) Anywhere 1800/2000/2487 0/SF6 drive gauge.png 0 Easy LAUNCH TYPE: #1, #2 - A set of bread-and-butter juggles that work off either the HP Hashogeki launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with 5HP > MK Donkey Kick > Super Art 3 for a decent 4268 damage total.
HP/DC Hasho, PDR, ( 4HK > 214MK, forward dash / 5LP, 6HK > 214K, safe jump ) Anywhere 2160 0/SF6 drive gauge.png 0 Easy LAUNCH TYPE: #1, #2 - A pair of combo routes made possible by successive balance patches: the 05/22/2024 patch gave Ryu's 4HK a "ground bounce" state on airborne opponents, and the MK Tatsu ender here allows Ryu to remain point-blank with frame advantage via a forward dash regardless of whether the opponent back-rises; the 12/02/2024 patch enabled new juggles and cancels for 6HK and the route here sets up a safe jump when close to the corner.
CH LP/MP Hasho, ( PDR, 2MP > 214MK OR 236MK/236236P ) Anywhere 2030/2166/2840 0/SF6 drive gauge.png 0/1 Medium/Easy LAUNCH TYPE: #3, #4 - Counter Hit LP/MP Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link MK Tatsu or MK Donkey Kick, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type.
HP/DC Hasho, PDR, 5HP > DRC, 4HP > 236HK ( > 236236K ) Anywhere 4791 SF6 drive gauge.pngx4 0/3 Medium LAUNCH TYPE: #1, #2 - A fancy high-damage route into Super Art 3 from HP Hashogeki. Even without the Super cancel, this combo does respectable damage. In the corner, end with 623MP into Super Art 3 for 5403 damage.
CH LP/MP Hasho, ( PDR, 2MP > DRC, 5HP > 236HK ( > 236236K ) Anywhere 4661 SF6 drive gauge.pngx4 3 Medium LAUNCH TYPE: #3, #4 - An application of similar routing for the Counter-Hit LP/MP Hashogeki launch
HP/DC Hasho, 214LP, 623LP ( > 236236K ) Corner 2380/4780 0 3 Medium LAUNCH TYPE: #1 - A strong meterless combo by itself, this is also an excellent route into Super.
HP/DC Hasho, PDR, 5HP > 214MP, 623HP ( > 236236K ) Corner/Near-Corner 2850/4850 SF6 drive gauge.png 3 Medium LAUNCH TYPE: #1, #2 - A notable boost in Damage for 1 Drive bar, the most economical HP/Denjin launcher route Ryu has in the corner with or without Super. Note that this combo does not have to begin in the corner, the opponent can be carried into it by the first half of the combo.
CH LP/MP Hasho, ( PDR, 2MP > DRC, dl.5HP > 214MP, 623HP ( > 236236K ) Corner/Near-Corner 3080/5080 SF6 drive gauge.pngx4 3 Hard LAUNCH TYPE: #3, #4 - The manual delay following the DRC allows the 5HP to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same DRC, delay 5HP link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise).
CH LP/MP Hasho, PDR, 2MP > Denjin 214HP,
PDR , 5HP > DRC, 5HP > DRC, dl.5HP > 236HK, 623HP > 236236K
Corner/Near-Corner 5902/6022 SF6 drive gauge.pngx6 3 Very Hard LAUNCH TYPE: #3, #4 - The meter-dump, max damage combo with this juggle route with Denjin Charge available in the corner. It requires a tight manual delay of the last 5HP during the DRC so it can be special cancelled into 236HK, while doing it early enough so that you can link a 623HP. Any of the 5HPs can be replaced with 4HP or 2HP depending on user preference. For a much easier version of the combo, omit the last cancel from 5HP > 236HK, and instead do 5HP, 623HP > 236236K, linking a Heavy Shoryuken for 5586/5706 damage depending on starter, 316 less damage that's more lenient on the delay.

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. There are a wide spread of possible options for Ryu to juggle afterwards, but they are often dependent on the timing with which the j.MP connects along Ryu's own jump arc. This section will help to map out the opportunities for extra damage that exist within this interaction.

j.MP Air-To-Air Juggles
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
rising j.MP, 2nd Hit
=> 214K/214KK (corner only, 623HP/236236P/236236K)
Anywhere/Corner 1600 / 2200 /
(2720 / 3500 / 4800)
0/SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Easy/Medium By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air j.MP. By itself, this does decent anti-air damage, but buffing the ender with OD Aerial Tatsu or extending it in the corner with Super Art 1 provides excellent value for meter.
mid-jump, j.MP
=> 623HP/236236K
Anywhere 2100 / 4700 0 0/3 Medium A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the j.MP uncanceled and land, before performing a HP Shoryuken. The 5-frame startup LP Shoryuken is a safer meterless option for when the opponent is too close to the ground, and the 6-frame SA3 is a big damage juggle.
exiting peak of jump, j.MP
=> forward jump j.MP (2nd hit) > 214K/214KK/236LK > SA3
Midscreen 2120 / 2600 / 4600 0/SF6 drive gauge.pngSF6 drive gauge.png 0/3 Hard The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "last moment" j.MP air-to-air juggles.
exiting peak of jump, j.MP
=> forward jump j.MP > 214K/214KK, 236236P/236236K/214LP, 623LP > 236236K
Corner 3700 / 4800 / 4680 0/SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Hard These are the possible corner extensions for the above "last moment" j.MP air-to-air juggles.

MODERN CONTROLS COMBOS

Alternative combo routings for Ryu when using the Modern control scheme, compiled by Pixelguin

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2L ~ 2L ~ 5L > 623H/6S Anywhere 1490/1322 0 0 Very Easy Your basic light confirm into H Shoryuken. Modern Ryu can only access 2LP as a chain from 5L/2L. The simplified input 6S does less damage than the manual input.
2L ~ 2L ~ 2L > 4S/(A[4S], 623H) Anywhere/Corner 1130/1830 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy Modern Ryu can only access 2LP as a chain from 2L, and can only access M Tatsu//OD Tatsu with the 4S/A[4S] input (L Tatsu and H Tatsu are both unavailable).
5L ~ 5L ~ 2L > 4S Anywhere 1230 0 0 Very Easy Due to Modern Ryu not having immediate access to 2LP, his only readily-available 4-frame normal is 5L. This can be chained into 2L to make the combo into 4S possible.
A[L ~ L] Anywhere 1180 0 0 Very Easy Modern Ryu's Light Assisted-Combo, equivalent to 5LK > 236LK. This assisted-combo is the only way that Modern Ryu can access 236LK, an important tool that gives a safe-jump setup in the corner.
(A[L] / 5L ~ 2L) > 214L ( > 236236H ) Anywhere 860/1030/3030 0 0/3 Very Easy All versions of Ryu's Hashogeki are available with a manual input and a corresponding L, M or H input. As well as being crucial for burn-out loops, any cancelable L normal into L Hashogeki is a confirm into Super Art 3.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5L, ( A[L ~ L] / A[L] > 4S ) Anywhere 1160/1370 0 0 Easy Counter-hit fishing with Modern Ryu's 4-frame 5L into A[L] can vastly expand the possible combo routes...
CH 5L, A[M] > ( 2S / A[2S], 4H > 623H / A[2S], 6H > 214X ) Anywhere/Midscreen 1512/2138/2133 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy ...including into Medium links for higher-damage extensions. Note that Modern Ryu also has the crucial hop-kick command normal as 6H, so he can still access the 6H > Aerial Tatsu juggle for good oki.
CH 214L, PDR A[ M ] > 623H
CH 214L, PDR A[ M ] > 4S
CH 214L, PDR 5M > 214M, 623H ( > 236236H)
!TRADE! CH 214L, PDR 5H > 623H
!TRADE! CH 214L, PDR 5H > 214M, 623H ( > 236236H)
Anywhere
Anywhere
Corner
Anywhere
Corner
2320
1890
2720 (4720)
2472
2890 (4890)
1
1
1
1
1
0
0
0 (3)
0
0 (3)
Medium 214L launches on Counter-Hit, a very common occurence. 214L is a frame trap from the chained 2L and A[ L ] (5L > 214L can trade w/ 4-frame normals, which is actually beneficial as Ryu recovers faster after getting hit, allowing juggles into Heavy normals out of PDR)
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5L, 2M > (4S / 623H / A[2S], 4H > 623H ) Anywhere/Midscreen 1320/1740/2058 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy Modern Ryu gets much the same combo routes as Classic Ryu does from a Punish Counter 5L, the only difference being some damage reduction on M Tatsu and OD Donkey Kick due to having to use the simplified input to access those moves.
PC A[L] > ( 2S / (A[2S], 4H > 623H / Denjin 214XX, dash, 2H > 623H ) Anywhere/Midscreen 1128/1902/2500 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy Punish Counter enables links from A[L] into Ryu's OD specials, useful for moves that leave the opponent at -5 or worse but can be spaced beyond 5L's range (e.g. Bison's L and M Scissor Kicks). This also creates strong cashouts for Ryu's Denjin Charge if it is stocked.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2M > ( 4S / 2S / A[2S] > 4H > 623H ) Anywhere/Midscreen 1140/1268/2042 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy Modern Ryu retains the classic 2MK as 2M. This can combo into any of Ryu's Light, Medium and OD specials, as well as 623H in many combos. The listed combos are just some examples of possible links.
2M > ( 236L / 236M / 236HP / 236PP ) Anywhere 980/1140 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy As yet unmentioned, Ryu's other manual input special aside from Hashogeki and Shoryuken is Hadoken. Due to buffs to Ryu's Crouching Medium Kick > Hadoken cancel, 2M > 236H is a true blockstring and 2M > 236L/236M is DI-safe. Using the manual input to access all versions of the special is therefore crucial to accessing the best of Modern Ryu.
5M, A[ M ] > ( 4S / 2S / 623H / A[ 2S ], 4H > 623H ) Anywhere 1840/1968/2320/2742 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy Ryu's Standing Medium Punch, Crouching Medium Punch link is retained in Modern as 5M, A[ M ] and allows much the same combos with the standard damage reduction applied to simple inputs for some specials. Note that Modern Ryu does not have access to 4HP, so this is the best link Modern Ryu gets from 5M.
A[ M ~ M ~ M ], ( w/ Denjin charge, corner-only) 6H > 214X Anywhere 3730 / 4900 0 / SF6 drive gauge.pngSF6 drive gauge.png 2 Very Easy Modern Ryu's Medium Auto-Combo is equivalent to 2MP > OD Hashogeki > Super Art 2. Holding down either the M or AUTO input allows the Super to be charged slightly for extra damage. If Denjin Charge is held, the OD Hashogeki will crumple the opponent, allowing extensions w/ 6H or Parry Drive Rush in the corner.
A[ M ], ( A[ L ~ L ] / A[ L ] > 4S ) Anywhere 1780 / 1540 0 0 Very Easy A[ M ], Crouching Medium Punch, is +5 on hit, allowing a link into Ryu's Light Auto-Combo or any other cancel route from A[ L ].
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5M, 2H > ( 4S / 2S / A[2S] > 4H > 623H ) Anywhere 2160/2288/3062 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Easy On Counter-Hit, 5M will link into 2H. This requires close-range or else the 2H can whiff, so this can be substituted with 2M instead with all worthwhile follow-ups still available if spaced out
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5M, 5H ~ H ~ 2X Anywhere 2320 0 0 Very Easy An available combo that stock a Denjin charge and gives good oki in the corner, can also be used after connecting with a PDR/DRC 5M due to the extra frame advantage
PC 5M, 5H > ( 623H / A[ 2S ], 4H > 623H ) Anywhere 2640/3062 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy A simple high-damage combo that can be performed off a PC 5M.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
A[ H ~ H ~ H ~ H ] Anywhere 4440 0 3 Very Easy Modern Ryu's Heavy Auto-Combo is equivalent to A[ H ], A[ M ] > 214M > 236236H.
A[ H ], A[ M ], ( A[ L ~ L ] / A[ L ] > 4S ) Anywhere 2410/2200 0 0 Easy Due to Modern Ryu lacking 5HK and 4HP, his combos involving Heavy normals are much less versatile than on Classic. Much of his combo potential in Modern revolves around A[ H ]. The simplest such example is this combo featuring Ryu's Auto normals being linked in descending order of strength. Alternatively, M Tatsu can be canceled into from A[ L ] instead of completing the Auto-Combo.
A[ H ], A[ M ] > A[ 2S ], 4H > 623H
A[ H ], A[ M ] > Denjin 214H, ( 4S / 2S )
A[ H ], A[ M ] > Denjin 214XX, dash, 2H > 623H
Midscreen
Anywhere
2942
2600/2712
3440
SF6 drive gauge.pngSF6 drive gauge.png
0
SF6 drive gauge.pngSF6 drive gauge.png
0 Easy Stopping the descending Auto-Combo pattern at A[ M ] allows for extended combos with either OD Donkey Kick or Denjin-charged Hashogeki. Parry Drive Rush can also be used to extend combos from non-OD Denjin-Charged Hashogeki.
6H > 214X Anywhere 1700 0 0 Medium Much like 5H, 6H is a confirmable normal, and can be combo into Aerial Tatsu on hit. Failing to confirm this normal will leave Ryu extremely punishable at close-range.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5H, ( A[ L ~ L ] / A[ L ] > 4S )
CH 5H, A[ L ] > A[ 4S ], 623H / 236236L
Anywhere/Corner 2140/1900
2880/3300
0
SF6 drive gauge.pngSF6 drive gauge.png
0
0 / 1
Easy On Counter-Hit, 5H has frame advantage of +6, allowing Ryu's far-reaching A[ L ] to combo into either its full Auto-Combo or a 4S ender. Both of these give excellent oki opportunities in the corner, and as 5H is an excellent meaty attack, opportunities to land this combo should be easy to find in matches. While in the corner itself, a combo extension with OD Tatsu is also available
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5H, 2M > ( 4S / 2S )
PC 5H, 2M > A[ 4S ], 623H )
Anywhere/Corner 2100/2228
3080
0
SF6 drive gauge.pngSF6 drive gauge.png
0 Medium 5H has pretty excellent range, and in those situations where it lands as a Punish Counter from farther out, it is possible to link 2M afterwards to make the most of the opportunity.
PC 5H/2H > 214H, ( 4S / 2S )
PC 5H/2H > 214H, 214L, 623L
Anywhere
Corner
2400/2528
3090
0 0 Medium H Hashogeki does not naturally combo out of Ryu's Heavy normals, but on Punish Counter it will combo out of both 5H and 2H. This is most easily achieved following a Perfect Parry. However, without access to the 7-frame 4HP, Modern Ryu may struggle to punish certain attacks on Perfect Parry, such as safe jabs, with this sequence and may be forced to use a punish combo starting from a Medium attack instead.
PC 5H/2H > 214H, PDR 5H/4H > 623H ( > 236236h )
PC 5H/2H > 214H, PDR [ 5H ~ H ] > Denjin Charge
PC 5H/2H > 214H, PDR 5H > 4S
PC 5H/2H > 214H, PDR 2H > DRC 6H > 214X, safe jump in corner
PC 5H/2H > 214H, PDR 5H > 214M, 623H ( > 236236H )
Anywhere
Anywhere
Anywhere
Approaching Corner
Corner
3130 (5130)
2894
2774
3235
3490 (5490)
1
1
1
4
1
0 (3)
0
0
0
0 (3)
Medium Due to lacking key Heavy normals, Modern Ryu is more reliant on PC [ 5H/2H > 214H ] launches to eke out damage. A Parry Drive Rush is required to get the most out of this opportunity, and it can be converted for either damage (623H), oki (4S), a Denjin Charge w/ oki in the corner ((5H ~ H) or a safe jump route in the corner (6H > 214X). Even with a smaller pool of normals, the possibilities here are numerous and worth experimenting with
PC 6H, ( A[ L ~ L ] / A[ L ] > 4S )
PC 6H, A[ L ] > A[ 4S ], 623H / 236236L
Anywhere/Corner 2140/1900
2880/3300
0
SF6 drive gauge.pngSF6 drive gauge.png
0
0 / 1
Medium The same links from a Counter-Hit 5H are available when 6H lands as a Punish Counter. As 6H has low-crush properties, this can happen quite often, especially vs players that are overly comfortable with pressing their character's low pokes

Parry Drive Rush
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PDR 6M, 5M/A[M] > 4S/2S/623H Anywhere 1840/1968/2320 SF6 drive gauge.png 0 Very Easy The first half of Ryu's High/Low mixup out of a Parry Drive Rush. The PDR-enhanced overhead 6M is +3 on-block, allowing for follow-up pressure if the opponent successfully blocks
PDR 2M, A[ L ~ L ] / A[ L ] > 4S Anywhere ## SF6 drive gauge.png 0 Easy The second half of Ryu's High/Low mixup out of a Parry Drive Rush. Note that unlike the PDR-enhanced overhead 6M, 2M is -2 on-block out of a Parry Drive Rush, so savvy opponents are likely to attempt to take their turn back
Any Medium starter > A[ 2S ], PDR 5M, 6H > 214X, safe jump Midscreen, approaching corner for safe jump 2052/2472 SF6 drive gauge.pngx3 ## Medium When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an OD Donkey Kick combo. The damage varies greatly depending on if 2M or 5M/A[ M ] is used, with the former adding significant damage scaling
Any Medium starter > A[ 2S ], PDR 5M, 6H > 214X, safe jump Midscreen, approaching corner for safe jump 2052/2472 SF6 drive gauge.pngx3 ## Medium When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an OD Donkey Kick combo. The damage varies greatly depending on if 2M or 5M/A[ M ] is used, with the former adding significant damage scaling
Starter > A[ 4S ], PDR 5M, 214M, 623H Corner 2004/3194 SF6 drive gauge.pngx3 0 Medium A basic non-Super Parry Drive Rush extension following OD Tatsu in the corner. Can begin off Light, Medium or Heavy Starters. Damage tested with [ 2L > 5L > 5L ] and 5H starters
Drive Rush Cancel
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Light starter > DRC 5L, 5M, ( A[ L ~ L ] )/( A[ M ] > 623H ) Anywhere 1432/1609 SF6 drive gauge.pngx3 0 Easy Due to lacking the 7-frame startup 4HP, Modern Ryu's potential combo routes off a DRC'd Light normal are severely curtailed. His best option is the [ 5L, 5M ] route featured here, as it can link into either the L or M auto-normals.
Any Medium/Heavy starter > DRC 5H, ( 5M/A[ M ] > 623H ) / ( 5M, A[ L ~ L ] ) Anywhere 2013 - 2714 SF6 drive gauge.pngx3 0 Easy The lack of 4HP similarly limits the potential routes into DRC 5H. The best option to link after DRC 5H is 5M as it can simply be canceled into a number of specials or can link into Modern Ryu's Light auto-combo. Damage tested with 2M and 5H starters
PC ( DI / A[ H ] ) > ( DRC 5H, 5M )x2 > 623H > 236236H Anywhere 5268/5794 SF6 drive gauge.pngx6 3 Easy The need to interchange Medium and Heavy normals during Modern Ryu's Drive Rush Cancel combos severely impacts the damage output, even from an ideal starter. Notably, Modern Ryu can only combo into his Heavy normals off a Punish Counter A[ H ] starter or a Punish Counter Drive Impact
Any starter > A[ 4S ], PDR A[ M ] > DRC 2H > 2S, 623H > 236236H Corner 4132 - 5548 SF6 drive gauge.pngx6 3 Medium Optimal corner combo following an OD Tatsu launch in the corner. Damage tested with [ 2L > 5L > 5L ] and 5H starters

following Drive Impact Crumple
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
A[ H ], A[ M ] > 623H
A[ H ], A[ M ] > A[ 2S ], 4H > 623H
A[ H ], A[ M ] > A[ 2S ], 4H > 236236L
A[ H ], A[ M ] > A[ 2S ] > 214124M, hold, then release, ( 236236L )
A[ H ], A[ M ] > A[ 2S ], 4H > 623H > 236236H
Midscreen 2860
3074
3384
3754(4454)
5074
0 / 2 0 - 3 Easy Due to lacking 5HK in Modern, Ryu's primary option following a Drive Impact crumple is the A[ H ], A[ M ] link and all its potential follow-ups. Here are the highest damage midscreen options.
A[ H ], A[ M ] > Denjin 214H, PDR 5H > 4S
A[ H ], A[ M ] > Denjin 214XX, dash, 2H > 623H
A[ H ], A[ M ] > Denjin 214H, PDR 5H > 214L, 236236L
A[ H ], A[ M ] > Denjin 214XX > 214124M, hold, then release, ( 236236L )
A[ H ], A[ M ] > Denjin 214H, PDR 5H > 2S > 236236H
Midscreen 3160
3460
3674
4000(4800)
5160
1
2
1
2
1
0 - 3 Medium Alternative midscreen routing for when Denjin Charge is held
dash, 2H > 214M, 623H
A[ H ], A[ M ] > A[ 4S ], PDR A[ M ] > 214M, 623H
A[ H ], A[ M ] > A[ 4S ], PDR A[ M ] > 214M, 236236L
A[ H ], A[ M ] > A[ 4S ], PDR A[ M ] > DRC 2H > 2S, 623H > 236236H
Corner 3000
3374
3624
5502
1
3
3
6
0 - 3 Medium Corner routing for Modern Ryu's post-DI crumple combos is actually very similar to Classic, due to the prevalence of Hashogeki juggles. As Modern Ryu uses Hashogeki with a manual input only, both damage and routing are largely unchanged.
A[ H ], A[ M ] > Denjin 214H, 214L, 623L
A[ H ], A[ M ] > Denjin 214XX, dash, 2H > 214L, 623H
A[ H ], A[ M ] > Denjin 214XX, 214H, PDR A[ M ] > 214M, 236236L
A[ H ], A[ M ] > Denjin 214XX > 214214M, hold, then release, PDR 2H > 214L, ( 623H / 236236L )
A[ H ], A[ M ] > Denjin 214XX, 5H > A[ 4S ], PDR A[ M ] > DRC 2H > 2S, 623H > 236236H
Corner 3290
3600
3904
4685/5047
5690
0
2
3
3
6
0 - 3 Medium Alternative corner routing for when Denjin Charge is held
Wall Splat
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Wall Splat, 5H > 214M, 623H Corner 2176 0 0 Easy Modern Ryu's basic wallsplat combo is unchanged from Classic, as all specials can use motions to retain max damage
Stun
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Denjin Charge (DC), j.H, 5H > Denjin 214H, 214L, 623L Corner 2670 0 0 Easy Modern Ryu's best meterless Stun combo, note that Classic Ryu's best meterless Stun Combo elides using the Denjin Charge entirely and still does more damage
DC, j.H, 5H > Denjin 214XX, walk/dash forward 2H > 214M, 623H ( > 236236H ) Corner 3020 (5020) SF6 drive gauge.pngSF6 drive gauge.png 0 (3) Easy Fortunately, this slightly more expensive combo is entirely unchanged from Classic and does the same damage. However, due to lacking many of Classic Ryu's crucial Heavy normals, this is also close to being Modern Ryu's best route into SA3 off a Stun (it is certainlly the best value-for-Drive)
DC, 214214M full charge, PDR 2H > DRC 2H > 2S, 623H/236236L Corner 4684/4888 SF6 drive gauge.pngx4 2/3 Medium When using SA2 in a Stun combo, it is best to start with a fully-charged SA2 immediately after performing the Denjin Charge. SA1 can be used at the end of the combo in lieau of 623H for some extra damage

Max Damage Punishes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 214XX, 5M > ( DRC 5H, 5M )x2 > 623H > 236236H Anywhere 5954 SF6 drive gauge.pngx6 3 Medium Without Denjin Charge, Ryu's best midscreen Punish Counter starter is OD Hashogeki, just as it is in Classic
PC 214XX, 5M > A[ 4S ], PDR A[ M ] > DRC 2H > 2S, 623H > 236236H Corner 6206 SF6 drive gauge.pngx6 3 Hard In the corner, Modern Ryu's best Punish Counter starter without Denjin Charge is still OD Hashogeki due to lacking access to Heavy Donkey Kick
PC A[ H ], 5H > !DENJIN! 214XX, 5H > ( DRC 5H, 5M )x2 > 623H > 236236H Anywhere 6280 SF6 drive gauge.pngx6 3 Medium With Denjin Charge available, Modern Ryu's best midscreen Punish Counter is a DRC loop starting off a Punish Counter A[ H ]. This is the closest Modern Ryu has to Classic Ryu's equivalent and far more damaging midscreen DRC loop
PC A[ H ], 5H > !DENJIN! 214XX, 5H > A[ 4S ], PDR A[ M ] > DRC 2H > 2S, 623H > 236236H Anywhere 6442 SF6 drive gauge.pngx6 3 Medium Modern Ryu's best corner option with Denjin Charge available
PC A[ H ], 5H > !DENJIN! 214XX > 214214M partial hold, PDR 2H > DRC 2H > 2S, 236236L Anywhere 6168 SF6 drive gauge.pngx6 3 Hard A very useful sequence as a manual delay following the partially-charged Shin Hashogeki can allow for slight recovery of Drive Gauge mid-combo, potentially preventing Burnout


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