< Street Fighter 6 | Ryu
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.01 | |||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.01 | |||
| notes = Useful combo tool with a Target Combo follow-up | | notes = Useful combo tool with a Target Combo follow-up | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.545 | |||
| 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 | | 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 = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.30 | |||
| notes = Good range for a 5f light (useful in punishes and neutral buffers); DR cancel is delayed until after 2nd active frame | | notes = Good range for a 5f light (useful in punishes and neutral buffers); DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.568 | |||
| notes = Solid poke; front leg hurtbox is raised on frames 4-11 (can avoid low pokes) | | notes = Solid poke; front leg hurtbox is raised on frames 4-11 (can avoid low pokes) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.572 | |||
| 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 (higher launch on Punish Counter juggle); {{sf6-adv|VP|+11}} before Punish Counter crumple state goes airborne; the leg hurtbox that appears 1f before active is only vulnerable to projectiles | | 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 (higher launch on Punish Counter juggle); {{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 = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.94 | |||
| notes = Chains into 5LP/2LP/2LK; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 5LP/2LP/2LK; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.14 | |||
| notes = Combo and pressure tool; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Combo and pressure tool; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.137 | |||
| notes = Forces stand on hit; decent anti-air; cannot hit cross-ups; 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 hit/block recovery on 1st active frame only; 5f less hitstun on active frames 2-5 (can be punishable on meaty timing) | | notes = Forces stand on hit; decent anti-air; cannot hit cross-ups; 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 hit/block recovery on 1st active frame only; 5f less hitstun on active frames 2-5 (can be punishable on meaty timing) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.05 | |||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.482 | |||
| notes = Range: 1.482; special/DR cancel is delayed until after active frames | | notes = Range: 1.482; special/DR cancel is delayed until after active frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 1.793 | |||
| 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) | | 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 = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.80 | |||
| notes = Can be used as a fuzzy instant overhead | | notes = Can be used as a fuzzy instant overhead | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 6,7 | | jugLimit = 6,7 | ||
| atkRange = 0.85 | |||
| notes = Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state; shifts Ryu's hurtbox upward during startup | | notes = Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state; shifts Ryu's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.06 | |||
| notes = Spike knockdown on counter hit/Punish Counter vs. airborne opponents | | notes = Spike knockdown on counter hit/Punish Counter vs. airborne opponents | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.55 | |||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.15 | |||
| notes = Cross-up; shifts Ryu's hurtbox upward during startup | | notes = Cross-up; shifts Ryu's hurtbox upward during startup | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | atkRange = 1.20 | ||
| notes = Strong jump-in from mid to long range | |||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 0,0 | | jugLimit = 0,0 | ||
| atkRange = 1.701 (1.552) | |||
| notes = Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits; 2nd hit is no longer an overhead if the first hit connects | | notes = Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits; 2nd hit is no longer an overhead if the first hit connects | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 0,0 | | jugLimit = 0,0 | ||
| atkRange = 1.877 (1.728) | |||
| notes = 2 hits; good forward-moving combo starter and pressure tool; if 1st hit connects on an extended hurtbox, becomes {{sf6-adv|VP|+6}} on Counter-hit or {{sf6-adv|VP|+8}} on Punish Counter; Counter-hit/Punish Counter frame advantage applies to both hits; can be very advantageous if 1st hit trades with a light normal; 1st hit puts opponent into free juggle state so that the 2nd hit connects (to prevent Ryu from being punishable) | | notes = 2 hits; good forward-moving combo starter and pressure tool; if 1st hit connects on an extended hurtbox, becomes {{sf6-adv|VP|+6}} on Counter-hit or {{sf6-adv|VP|+8}} on Punish Counter; Counter-hit/Punish Counter frame advantage applies to both hits; can be very advantageous if 1st hit trades with a light normal; 1st hit puts opponent into free juggle state so that the 2nd hit connects (to prevent Ryu from being punishable) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.88 | |||
| notes = Forces stand on hit; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; extremely short range makes it finicky in combos; 8f less hitstun on active frames 2-4 (can be punishable with meaty timing) | | notes = Forces stand on hit; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; extremely short range makes it finicky in combos; 8f less hitstun on active frames 2-4 (can be punishable with meaty timing) | ||
}} | }} | ||
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| jugIncrease = 1,4 | | jugIncrease = 1,4 | ||
| jugLimit = 0,3 | | jugLimit = 0,3 | ||
| atkRange = 1.564 (0.766) | |||
| notes = () refers to 2nd hit startup; 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit puts airborne opponents into OTG bounce state; both hits are cancelable; Counter-hit and Punish Counter frame advantage applies to both hits | | notes = () refers to 2nd hit startup; 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit puts airborne opponents into OTG bounce state; both hits are cancelable; Counter-hit and Punish Counter frame advantage applies to both hits | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.924 | |||
| notes = Cancelable to OD Air Tatsu on hit/block; Low Crush on frames 13-20 (not airborne); high pushback on block; puts airborne opponents into limited juggle state | | notes = Cancelable to OD Air Tatsu on hit/block; Low Crush on frames 13-20 (not airborne); high pushback on block; puts airborne opponents into limited juggle state | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw) | | notes = Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw) | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switches; no throw/strike oki after back throwing opponent into corner | | notes = Side switches; no throw/strike oki after back throwing opponent into corner | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.541 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.675 | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.675 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5(7) | | jugLimit = 5(7) | ||
| atkRange = 0.906 (1st) | |||
| notes = Has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air) | | notes = Has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5(7) | | jugLimit = 5(7) | ||
| atkRange = 0.966 (1st) | |||
| notes = Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air) | | notes = Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5(7) | | jugLimit = 5(7) | ||
| atkRange = 1.186 (1st) | |||
| notes = Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 3-10 (weaker as a high-connect anti-air) | | notes = Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 3-10 (weaker as a high-connect anti-air) | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 6(7) | | jugLimit = 6(7) | ||
| atkRange = 1.006 (1st) | |||
| notes = Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air | | notes = Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air | ||
}} | }} | ||
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| jugIncrease = 4 | | jugIncrease = 4 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = 1.96 (1.84) | |||
| notes = Can hit crouching opponents | | notes = Can hit crouching opponents | ||
}} | }} | ||
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| jugIncrease = 4,4 | | jugIncrease = 4,4 | ||
| jugLimit = 3,3 | | jugLimit = 3,3 | ||
| atkRange = 2.98 (1.94) | |||
| notes = Only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage | | notes = Only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage | ||
}} | }} | ||
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| jugIncrease = 4,4,4 | | jugIncrease = 4,4,4 | ||
| jugLimit = 3,3,3 | | jugLimit = 3,3,3 | ||
| atkRange = 4.935 (2.30) | |||
| notes = Only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage; puts opponent into limited juggle state (can juggle afterward if 3rd hit connects) | | notes = Only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage; puts opponent into limited juggle state (can juggle afterward if 3rd hit connects) | ||
}} | }} | ||
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| jugIncrease = 1x4,2 | | jugIncrease = 1x4,2 | ||
| jugLimit = 1,3,5,7,9 | | jugLimit = 1,3,5,7,9 | ||
| atkRange = 1.74 | |||
| notes = 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) | | notes = 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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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 forward / 3 back | | jugLimit = 8 forward / 3 back | ||
| atkRange = 1.12 | |||
| notes = Can be input during forward jump; not an overhead; can cross-up; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or SA1); the last 13f of recovery puts Ryu in a crouching state; 4f less blockstun when landing as a cross-up | | notes = Can be input during forward jump; not an overhead; can cross-up; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or SA1); the last 13f of recovery puts Ryu in a crouching state; 4f less blockstun when landing as a cross-up | ||
}} | }} | ||
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| jugIncrease = 1x5 | | jugIncrease = 1x5 | ||
| jugLimit = 10,11,12,13,14 | | jugLimit = 10,11,12,13,14 | ||
| atkRange = 1.559 (1.31) | |||
| notes = Can be input during forward jump; cannot hit cross-up; can only hit crouching opponents if canceled from 6HK; puts opponent into limited juggle state; the last 13f of recovery puts Ryu in a crouching state | | notes = Can be input during forward jump; cannot hit cross-up; can only hit crouching opponents if canceled from 6HK; puts opponent into limited juggle state; the last 13f of recovery puts Ryu in a crouching state | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 1.962 (1.751) | |||
| notes = Puts opponent into limited juggle state on hit; sets up auto-timed safe jump against cornered opponents; can combo when canceled from any normal except 5LP | | notes = Puts opponent into limited juggle state on hit; sets up auto-timed safe jump against cornered opponents; can combo when canceled from any normal except 5LP | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 2.162 (1.951) | |||
| notes = Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count; 3 extra recovery frames on whiff | | notes = Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count; 3 extra recovery frames on whiff | ||
}} | }} | ||
Line 1,778: | Line 1,818: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 2.612 (1.969) | |||
| 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 | | 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 = 2 | | jugIncrease = 2 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 2.062 (1.851) | |||
| 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 | ||
}} | }} | ||
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| jugIncrease = [1x5] | | jugIncrease = [1x5] | ||
| jugLimit = 99 [99x5] | | jugLimit = 99 [99x5] | ||
| atkRange = 1.10 (1st) | |||
| notes = More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does reduced damage (400x4,2000); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; cinematic time regenerates ~2.2 Drive bars for Ryu | | notes = More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does reduced damage (400x4,2000); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; cinematic time regenerates ~2.2 Drive bars for Ryu | ||
}} | }} | ||
Line 2,354: | Line 2,397: | ||
| jugIncrease = [1x5] | | jugIncrease = [1x5] | ||
| jugLimit = 99 [99x5] | | jugLimit = 99 [99x5] | ||
| atkRange = 1.10 (1st) | |||
| notes = More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does slightly reduced damage (400x2,1200x3); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Ryu | | notes = More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does slightly reduced damage (400x2,1200x3); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Ryu | ||
}} | }} |
Revision as of 22:31, 10 October 2024
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 | 20% Starter (Hit) 20% Multiplier (Block) |
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 |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.541 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -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 (Block)
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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(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.675 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Ryu
ryu_6hphk_recovery
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6HPHK Chest Strike (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.675 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; 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 |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Ryu
ryu_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
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; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.525 (min/throw), 1.878 (min/block), 3.628 (max/final DR frame) |
Ryu
ryu_mpmk_66_drc
|
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
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; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
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 | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 33 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
47 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.070 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+3 | -23 | ||||
Hit Advantage | Block Advantage | ||||
-1 | -7 | ||||
Notes | |||||
1-hit projectile; puts airborne opponents into limited juggle state |
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 | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 35 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
47 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.085 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -25 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -9 | ||||
Notes | |||||
1-hit projectile; puts airborne opponents into limited juggle state |
236PP
236HP(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
214HP(charged)
214PP(charged)
Denjin Charge
22P
Super Arts
236236P
214214P
214214P (Lv.2)
214214P (Lv.3)
236236K
236236K (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK