< Street Fighter 6 | Ryu
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit OD projectile; Projectile Speed: 0.095; puts opponent into limited juggle state on hit | | notes = 2-hit OD projectile; Projectile Speed: 0.095; puts opponent into limited juggle state on hit; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...); counts as 2 hits for damage scaling when comboed into | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile; Projectile Speed: 0.12; 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; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...); counts as 2 hits for damage scaling when comboed into | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 3-hit OD projectile; Armor Break; Projectile Speed: 0.145; 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; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...); counts as 2 hits for damage scaling when comboed into | ||
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| jugLimit = | | jugLimit = | ||
| notes = 7-35f airborne (Forced Knockdown state); has juggle potential; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air); applies a 30% damage scaling penalty to the next hit when used as a combo starter (40% when canceled into SA3) | | notes = 7-35f airborne (Forced Knockdown state); has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit crossup; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air); applies a 30% damage scaling penalty to the next hit when used as a combo starter (40% when canceled into SA3) | ||
}} | }} | ||
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| jugLimit = | | jugLimit = | ||
| notes = 8-45f airborne (Forced Knockdown state); has juggle potential; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air); applies a 40% damage scaling penalty when canceled to SA3 as a combo starter | | notes = 8-45f airborne (Forced Knockdown state); has juggle potential; cannot hit crossup; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air); applies a 40% damage scaling penalty when canceled to SA3 as a combo starter | ||
}} | }} | ||
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| jugLimit = | | jugLimit = | ||
| notes = 9-50f airborne (Forced Knockdown state); has juggle potential; does reduced damage on active frames 3-10 (weaker as a high-connect anti-air); applies a 40% damage scaling penalty when canceled to SA3 as a combo starter | | notes = 9-50f airborne (Forced Knockdown state); has juggle potential; cannot hit crossup; does reduced damage on active frames 3-10 (weaker as a high-connect anti-air); applies a 40% damage scaling penalty when canceled to SA3 as a combo starter | ||
}} | }} | ||
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| active = 2,8 | | active = 2,8 | ||
| recovery = 37+15 land | | recovery = 37+15 land | ||
| invuln = 1-8 | | invuln = 1-8 Full | ||
| hitAdv = KD +29 | | hitAdv = KD +29 | ||
| blockAdv = {{sf6-adv|VM|-40}} | | blockAdv = {{sf6-adv|VM|-40}} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 8-52f airborne (Forced Knockdown state); has juggle potential | | notes = 8-52f airborne (Forced Knockdown state); has juggle potential; cannot hit crossup; only 2nd hit will connect if used too early as an anti-air | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 5-28f airborne (Forced Knockdown state) | | notes = 5-28f airborne (Forced Knockdown state); can hit crouching opponents | ||
}} | }} | ||
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| jugLimit = | | jugLimit = | ||
| notes = 5-47f airborne (Forced Knockdown state); puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse) | | notes = 5-47f airborne (Forced Knockdown state); can hit crouching opponents; puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse) | ||
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| jugLimit = | | jugLimit = | ||
| notes = Forced Knockdown state; can crossup; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or Lv.1 Super); the last 11f of recovery puts Ryu in a crouching state | | notes = Can be input during forward jump; Forced Knockdown state until landing; not an overhead; can crossup; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or Lv.1 Super); the last 11f of recovery puts Ryu in a crouching state; applies a 30% damage scaling penalty to the next hit when used as a combo starter (100/70/60...) | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forced Knockdown state; can only hit crouching opponents if canceled from 6HK; puts opponent into limited juggle state; the last 11f of recovery puts Ryu in a crouching state; applies a 15% damage scaling penalty to the next hit when comboed into | | notes = Can be input during forward jump; Forced Knockdown state until landing; cannot hit crossup; can only hit crouching opponents if canceled from 6HK; puts opponent into limited juggle state; the last 11f of recovery puts Ryu in a crouching state; applies a 15% damage scaling penalty to the next hit when comboed into | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Puts opponent into limited juggle state on hit | | notes = Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Puts opponent into limited juggle state on hit (can follow up with 623LP in corner); Punish Counter tumble state can be hit OTG | | notes = Puts opponent into limited juggle state on hit (can follow up with 623LP or SA3 in corner); Punish Counter tumble state can be hit OTG; has great range and forward movement, making it a useful poke in neutral | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head; | | notes = Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head; counts as 2 hits for damage scaling when comboed into | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on | | notes = Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on hit | ||
}} | }} | ||
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| jugLimit = | | jugLimit = | ||
| notes = Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles | | notes = Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles; counts as 2 hits for damage scaling when comboed into; great pressure tool | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; +14 | | notes = 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; crumple state is +14 before opponent becomes airborne | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling | | notes = Armor Break; 5-hit Super projectile; Projectile Speed: 0.12; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | ||
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| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling | | notes = Armor Break; 5-hit Super projectile; Projectile Speed: 0.12; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling; consumes Denjin stock for slightly more damage and KD Advantage | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with | | notes = Armor Break; can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with | | notes = Armor Break; can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling; consumes Denjin stock for slightly more damage | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling; consumes Denjin stock for slightly more damage | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with | | notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with | | notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling; consumes Denjin stock for slightly more damage | ||
}} | }} | ||
Revision as of 08:30, 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