< Street Fighter 6 | Ryu
(→6HP) |
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100 | | notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Useful combo tool with a Target Combo followup | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand on hit (allowing Target Combo follow-up to work on crouching opponents) | | notes = Forces stand on hit (allowing Target Combo follow-up to work on crouching opponents); good poke with hitbox priority, many active frames, and a reactable hitconfirm window | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Good range for a 5f light (useful in punishes and neutral buffers); applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Solid poke that can go over some other low pokes | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Whiffs on crouching opponents (but can hit crouching moves that extend the hurtbox upward); 2 extra recovery frames on block; good horizontal anti-air that puts airborne opponents into limited juggle state; {{sf6-adv|VP|+11}} before Punish Counter crumple state goes airborne; the leg hurtbox that appears 1f before active is only vulnerable to projectiles | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100 | | notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...); additional hurtbox appears frames 1-6 above Ryu that is vulnerable to air strikes, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Combo and pressure tool; additional hurtbox appears frames 1-9 above Ryu that is vulnerable to air strikes, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand on hit; only 1st active frame is cancelable; ( ) refers to whiffing or hitting past the first active frame | | notes = Forces stand on hit; decent anti-air; cannot hit crossups; fist hurtbox is invincible to air strikes on frame 9; head hurtbox is invincible to air strikes on frames 10-14; only 1st active frame is cancelable; ( ) refers to whiffing or hitting past the first active frame | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100 | | notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80/70...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100 | | notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...); Range: 1.482 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Can be used as a fuzzy instant overhead | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Counterhit/Punish Counter/Drive Rush frame advantage applies to both hits | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2nd hit can whiff at a specific range, becoming {{sf6-adv|VM|-5}} | | notes = Good forward-moving combo starter and pressure tool; 2nd hit can whiff at a specific range, becoming {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-12}} oB; Counterhit/Punish Counter frame advantage applies to both hits; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1st hit forces stand | | notes = 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit knocks down vs. airborne opponents; both hits are cancelable; Counter hit and Punish Counter frame advantage applies to both hits | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Cancelable to OD Air Tatsu on hit/block; | | notes = Cancelable to OD Air Tatsu on hit/block; Low Crush on frames 13-19 (not airborne) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Hits consistently at max 5MP range, | | notes = Hits consistently at max 5MP range, but the LK can whiff if 5MP connects on an extended hurtbox | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = (refers to scaled damage); 6f gap before HK on block | | notes = (refers to scaled damage); 6f gap before HK on block; HK can come out even if LK whiffs (like after punishing an extended hurtbox) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = HK cannot hit vs. crouch block | | notes = HK cannot hit vs. crouch block (much more unsafe) | ||
}} | }} | ||
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| selfSuperOH = 2000 [4000] | | selfSuperOH = 2000 [4000] | ||
| oppSuperOH = 1400 [2800] | | oppSuperOH = 1400 [2800] | ||
| notes = Has access to corner throw loops without walking or dashing | | notes = Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.055 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.070 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.085 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile | | notes = 2-hit OD projectile; Projectile Speed: 0.095; puts opponent into limited juggle state on hit | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile; puts opponent into limited juggle state on hit; button strength does not affect projectile speed | | notes = 2-hit projectile; Projectile Speed: 0.12; puts opponent into limited juggle state on hit; button strength does not affect projectile speed | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 3-hit projectile; puts opponent into limited juggle state on hit | | notes = 3-hit OD projectile; Armor Break; Projectile Speed: 0.145; puts opponent into limited juggle state on hit | ||
}} | }} | ||
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| hitboxes = SF6_Ryu_22p_hitbox.png | | hitboxes = SF6_Ryu_22p_hitbox.png | ||
| damage = - | | damage = - | ||
| startup = | | startup = 50 | ||
| active = - | | active = - | ||
| recovery = | | recovery = 2 | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| notes = Charges up next fireball-based move (Hadoken, Hashogeki, Shinku Hadoken) into a more powerful Denjin version | | notes = Charges up next fireball-based move (Hadoken, Hashogeki, Shinku Hadoken) into a more powerful Denjin version; Ryu is in a Counterhit state for the entire animation; gains the Denjin charge on frame 50 | ||
}} | }} | ||
Revision as of 07:51, 17 September 2023
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
6HP
4HP
4HK
6HK
Target Combos
5MP~LK
5MP~LK~HK
5HP~HK
Throws
LPLK
4LPLK
Drive Moves
HPHK
Ryu
Ryu_hphk
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HPHK Shingeki
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000 | 10000 [15000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Ryu
Ryu_6hphk
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6HPHK Chest Strike
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
Ryu
Ryu_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
Ryu
Ryu_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.525 (min/throw), 1.878 (min/block), 3.628 (max/final DR frame) |
Special Moves
Hadoken
236LP
236MP
Ryu
Ryu_236mp
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236MP Hadoken
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![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 33 | 31 | 27 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2500 | [3000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -23 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
1-hit projectile; Projectile Speed: 0.070 |
236HP
Ryu
Ryu_236hp
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236HP Hadoken
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![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 35 | 31 | 27 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2500 | [3000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -25 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -9 | ||||
Notes | |||||
1-hit projectile; Projectile Speed: 0.085 |
236PP
236P(charged)
236PP(charged)
Shoryuken
623LP
623MP
623HP
623PP
Tatsumaki Senpukyaku
214LK
214MK
214HK
214KK
Air Tatsumaki Senpukyaku
j.214K
j.214KK
High Blade Kick
236LK
236MK
236HK
236KK
Hashogeki
214LP
214MP
214HP
214PP
214P(charged)
214PP(charged)
Denjin Charge
22P
Super Arts
236236P
214214P
236236K
236236K(CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK