Street Fighter 6/Ryu: Difference between revisions

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== Command Normals ==
== Command Normals ==
=====<font style="visibility:hidden; float:right">6MP</font>=====
{{MoveDataCargo
| title    = 6MP
| subtitle =
| input    = Forward Medium Punch
| images  =
{{MoveDataCargoImage|ryu_6mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6mp}}
}}
=====<font style="visibility:hidden; float:right">6HP</font>=====
{{MoveDataCargo
| title    = 6HP
| subtitle =
| input    = Forward Heavy Punch
| images  =
{{MoveDataCargoImage|ryu_6hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6hp}}
}}
=====<font style="visibility:hidden; float:right">4HP</font>=====
{{MoveDataCargo
| title    = 4HP
| subtitle =
| input    = Backward Heavy Punch
| images  =
{{MoveDataCargoImage|ryu_4hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_4hp}}
}}
=====<font style="visibility:hidden; float:right">4HK</font>=====
{{MoveDataCargo
| title    = 4HK
| subtitle =
| input    = Backward Heavy Kick
| images  =
{{MoveDataCargoImage|ryu_4hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_4hk}}
}}
=====<font style="visibility:hidden; float:right">6HK</font>=====
{{MoveDataCargo
| title    = 6HK
| subtitle =
| input    = Forward Heavy Kick
| images  =
{{MoveDataCargoImage|ryu_6hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6hk}}
}}





Revision as of 15:56, 7 October 2022


Introduction

Ever training, this martial artist seeks true strength. Well-mannered and sincere, Ryu travels the globe in search of worthy opponents. Having overcome the Satsui no Hado, he now seeks yet greater heights.

Ryu is the definitive Street Fighter character, and not just because he's been the protagonist for thirty years. As the original shoto character, Ryu embodies all the meaningful aspects of Street Fighter gameplay in one concise package. Ryu emphasizes a patient playstyle with strong defensive tools.

While they probably need no introduction, Ryu's signature moves are Hadoken and Shoryuken, the original fireball and DP combo. Hadoken is a good projectile with variable speeds and decent reward on hit or block, while Shoryuken is a very useful anti-air uppercut that has utility as a reversal with the OD version. From these two moves, a simple gameplan of "Hadoken or Shoryuken" emerges, informing the rest of Ryu's gameplan. Ryu pesters his opponents with his long reaching 2MK and 5HP alongside his jabs and Hadoken. When they jump in frustration, Ryu Shoryukens them back out and starts it all over again. While system mechanics have weakened this playstyle in SF6, it still retains effectiveness if Ryu can tap into system mechanics such as Drive Impact and Drive Parry.

New to Ryu's kit are Denjin Charge and Hashogeki. The former allows Ryu to stock a single charge of a resource called Denjin. When Ryu uses certain specials or supers, Denjin is spent to empower them greatly, giving them added utility on block or hit. This particularly makes his fireballs very formidable, as they become faster and beat out other fireballs of the same level. Hashogeki is a combo tool and pressure tool, giving Ryu a new way to end blockstrings or even reset pressure completely. Ryu also has Tatsumaki, an advancing spinning kick that provides corner carry and some projectile invulnerability. When combined with the Drive System, Ryu becomes a highly versatile character who can handle any situation.

Ryu's only weakness is, ironically, his greatest strength: in his commitment to fundamentals, Ryu completely lacks any major gimmicks outside of Denjin (and that is barely a gimmick unto itself). This can make it somewhat difficult for him to steal rounds and effectively demands that he play to said fundamentals at all times. That said, he is still consistent in almost every aspect, getting good return out of every successful play. He does great damage, has good okizeme off of most combo routes, and his versatile kit ensures he can handle any matchup. Ryu is a formidable character that can easily show you the ropes of Street Fighter while also holding his own beyond that. If you want a fundamentals-oriented character who rewards patient and considerate play, then walk the path of student to master with Ryu.


Pick if you like: Avoid if you dislike:
  • Jack of All Trades…: A kit designed to have an option in every situation
  • Forefather of Footsies: Great pokes and special moves for controlling the neutral
  • Honed Strikes: Hitting like a freight train, especially when loaded with resources
  • Enforcer of "Honesty": Lots of ways to dissuade or encourage mashing with pressure resets, frame traps, drive chip, etc.
  • ...Master of None: Not having an explicit niche
  • Upfront: Lacking heavily in gimmicks or knowledge checks—it's all on you, all of the time
  • Bonus Resource: Having to manage an additional resource in Denjin Charge



Classic & Modern Versions Comparison

List of differences with Modern Ryu
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Short Uppercut (4HP)
Shortcut-Only Specials
  • High Blade Kick (2S)
    • Medium/OD Only
    • L Assist Combo uses the Light version
  • Tatsumaki Senpu-kyaku (4S)
    • Medium/OD Only
    • Aerial version can be performed manually or with j.S shortcut
Assist Combos
  • A[L~L]: 5LK ~ L High Blade Kick
    • LK High Blade Kick will execute on block, leaving Ryu -11
  • A[M~M~M]: 2MP ~ OD Hashogeki ~ SA2 (Charge Lv. 2)
    • Can hold M to continue charging SA2 further (but will not combo)
    • On Block: stops at OD Hashogeki
    • Burnout: 2MP ~ M Hashogeki
  • A[H~H~H~H]: 6HP ~ 2MP ~ M Hashogeki ~ SA3
    • On Block: stops at 2MP
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Fuwa Triple Strike (5MP~LK~HK) changed to 5M~M~M
  • High Double Strike (5HP~HK) changed to 5H~H


Ryu
SF6 Ryu Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.252
Backward Dash Distance 0.923
Drive Rush Min. Distance (Throw) 0.525
Drive Rush Min. Distance (Block) 1.878
Drive Rush Max Distance 3.628
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Introduction

Ever training, this martial artist seeks true strength. Well-mannered and sincere, Ryu travels the globe in search of worthy opponents. Having overcome the Satsui no Hado, he now seeks yet greater heights.


Strengths Weaknesses
  • Pro listed here
  • Con listed here


Normals

Standing normals

5LP
5LP
Standing Light Punch
SF6 Ryu 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1

5MP
5MP
Standing Medium Punch
SF6 Ryu 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 11 Sp SA TC 600 LH +7 -1

5HP
5HP
Standing Heavy Punch
SF6 Ryu 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 18 Sp SA TC 800 LH +4 -2

5LK
5LK
Standing Light Kick
SF6 Ryu 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 300 LH +2 -4

5MK
5LK
Standing Medium Kick
SF6 Ryu 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +4 -4

5HK
5HK
Standing Light Kick
SF6 Ryu 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 20(22) - 900 LH +9 +1

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Ryu 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +4 -1

2MP
2MP
Crouching Medium Punch
SF6 Ryu 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 Sp SA 600 LH +5 0

2HP
2HP
Crouching Heavy Punch
SF6 Ryu 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 21(22) Sp SA 800 LH +1 -7

2LK
2LK
Crouching Light Kick
SF6 Ryu 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +3 -3

2MK
2MK
Crouching Medium Kick
SF6 Ryu 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6

2HK
2HK
Crouching Heavy Kick
SF6 Ryu 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23(29) - 900 L HKD +32 -12


Command Normals

6MP
6MP
Forward Medium Punch
SF6 Ryu 6mp.png

6MP
Collarbone Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 1,3 19 - 300x2 H,H +3 -1

6HP
6HP
Forward Heavy Punch
SF6 Ryu 6hp.png

6HP
Solar Plexus Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2,3 16 - 400x2 LH +6 +3

4HP
4HP
Backward Heavy Punch
SF6 Ryu 4hp.png

4HP
Short Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 25(26) Sp SA 800 LH +1 -13

4HK
4HK
Backward Heavy Kick
SF6 Ryu 4hk 1.png

4HK
Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(20) 5(5)3 21 Sp SA 400x2 LH 0 -4

6HK
6HK
Forward Heavy Kick
SF6 Ryu 6hk.png

6HK
Whirlwind Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 20 Sp* 800 LH +2 -4


Special moves

Drive moves

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