Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2MP 214HP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 236MK 236236K | Anywhere | 2450 | Full Cash Out | 3 | Medium | Requires Denjin Charge for the initial 214P. Four 214PPs is possible as the 2MPs will build meter. | |
2MP 214HP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 214PP 4HP 623HP 236236K | Corner | 2500 | Full Cash Out | 3 | Hard | Requires Denjin Charge for the initial 214HP. Four 214PPs is possible as the 2MPs will build meter. |
m (→Okizeme) |
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|rowspan="2"| '''Forward Throw''' ||rowspan="2"| +18 || MIDSCREEN: [-] | |rowspan="2"| '''Forward Throw''' ||rowspan="2"| +18 || MIDSCREEN: [-] | ||
|- | |- | ||
| CORNER: Allows easy corner throw loops; | | CORNER: Allows easy corner throw loops; framekill {{clr|L|5LP}} to auto-time, or manually time to threaten a shimmy.<br>Immediate {{clr|H|6HP}} will beat mashing opponents. | ||
|- | |- | ||
| '''Back Throw''' || +11 || No effective pressure immediately after back throw on opponent anywhere on screen | | '''Back Throw''' || +11 || No effective pressure immediately after back throw on opponent anywhere on screen | ||
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| '''{{clr|H|2HK}}''' || HKD +32 || ANYWHERE: <br>=> ''dash'', meaty {{clr|9|5HP}} <br>=> {{clr|4|PDR}}, meaty {{clr|8|6MP}} | | '''{{clr|H|2HK}}''' || HKD +32 || ANYWHERE: <br>=> ''dash'', meaty {{clr|9|5HP}} <br>=> {{clr|4|PDR}}, meaty {{clr|8|6MP}} | ||
|- | |- | ||
| '''CH/PC {{clr|H|2HK}}''' || HKD +47 || ANYWHERE: <br>=> ('' | | '''CH/PC {{clr|H|2HK}}''' || HKD +47 || ANYWHERE: <br>=> (''framekill'' {{clr|7|214LP}}, ''meaty'' {{clr|9|5HP}}) OR (''framekill'' {{clr|9|5HP}}, ''meaty'' {{clr|7|214LP}}) <br>=> ''framekill'' {{clr|9|6HK}}, ''meaty'' {{clr|8|5MP}} | ||
|- | |- | ||
|rowspan="2"| '''{{clr|H|5HP}}~{{clr|H|HK}}'''<br>(High Double Strike) || rowspan="2" | +36 (+7) || MIDSCREEN: [-] | |rowspan="2"| '''{{clr|H|5HP}}~{{clr|H|HK}}'''<br>(High Double Strike) || rowspan="2" | +36 (+7) || MIDSCREEN: [-] | ||
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|rowspan="2"| '''623P'''<br>(Shoryuken) ||rowspan="2"| {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || MIDSCREEN: [-] | |rowspan="2"| '''623P'''<br>(Shoryuken) ||rowspan="2"| {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || MIDSCREEN: [-] | ||
|- | |- | ||
| CORNER: While in the corner, {{clr|H|623HP}} allows you to | | CORNER: While in the corner, {{clr|H|623HP}} allows you to framekill {{clr|L|5LP}} to get a auto-timed {{sf6-adv|P|+2}} {{clr|L|214LP}} on block, or can go directly into {{clr|H|214HP}} to hit opponents on their first wakeup frame. | ||
|- | |- | ||
|rowspan="2"| '''214K'''<br>(Tatsumaki Senpu-kyaku) ||rowspan="2"| {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || MIDSCREEN: => {{clr|L|214LK}} > 66 > {{clr|L|214LP}} is {{sf6-adv|P|+2}}/{{clr|7|+7}} | |rowspan="2"| '''214K'''<br>(Tatsumaki Senpu-kyaku) ||rowspan="2"| {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || MIDSCREEN: => {{clr|L|214LK}} > 66 > {{clr|L|214LP}} is {{sf6-adv|P|+2}}/{{clr|7|+7}} | ||
|- | |- | ||
| CORNER: => '' | | CORNER: => {{clr|L|214LK}} > ''framekill'' {{clr|8|5MP}}, ''meaty'' {{clr|9|5HP}} <br>=> {{clr|8|214MK}}, ''framekill'' {{clr|7|5LK}}, meaty throw / safejab {{clr|7|5LP}} (safejab works against 9-frame reversals; {{clr|7|5LP}}, {{clr|8|2MP}} combos on-hit) <br>=> {{sf6-adv|P|+3}} meaty {{clr|L|236LP}} on block. | ||
|- | |- | ||
|rowspan="2"| '''j.214K'''<br>(Aerial Tatsu) ||rowspan="2"| +48~54 <br>{{clr|10|+47~50 (OD)}} || MIDSCREEN: [-] | |rowspan="2"| '''j.214K'''<br>(Aerial Tatsu) ||rowspan="2"| +48~54 <br>{{clr|10|+47~50 (OD)}} || MIDSCREEN: [-] |
Revision as of 11:45, 16 November 2024
Neutral
Due to Ryu's archetype, there are a variety of ways to approach neutral.
Some examples are:
1. Using the classic strategy of Hadokens and DP's to zone the oppenent, with occasional use of 236MK to send them back out when they get too close and to store a Denjin Charge.
2. Playing midrange using 5LK, 2MK, and 5HP in combination with Hadokens. Catching the opponents forward movement to cash out with a corner carry combo or a Hadoken/High Blade Kick to reset the midrange game.
3. Rushing down with Light buttons and Drive Rush, using potent buttons like 5HK and 5HP to whiff punish oppenents trying to stop your advance.
Offense
Frame Traps
Light Chains -
Okizeme
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +18 | MIDSCREEN: [-] |
CORNER: Allows easy corner throw loops; framekill 5LP to auto-time, or manually time to threaten a shimmy. Immediate 6HP will beat mashing opponents. | ||
Back Throw | +11 | No effective pressure immediately after back throw on opponent anywhere on screen |
Drive Impact (No Crumple) |
+35 | MIDSCREEN: No effective pressure due to far knockback |
CORNER: [-] | ||
Drive Reversal | +23 | MIDSCREEN: [] |
CORNER: +3 meaty 236LP on block. Drive Rev can do all 214MK setups. | ||
2HK | HKD +32 | ANYWHERE: => dash, meaty 5HP => PDR, meaty 6MP |
CH/PC 2HK | HKD +47 | ANYWHERE: => (framekill 214LP, meaty 5HP) OR (framekill 5HP, meaty 214LP) => framekill 6HK, meaty 5MP |
5HP~HK (High Double Strike) |
+36 (+7) | MIDSCREEN: [-] |
CORNER: Cancelling into Denjin Charge allows for a +9/+1 5MP in the corner | ||
5MP~LK~HK (Fuwa Triple Strike) |
? | MIDSCREEN: [-] |
CORNER: | ||
236P (Hadoken) |
+54 (OD) +52 (Denjin) +57 (OD Denjin) |
MIDSCREEN: [-] |
CORNER: [-] | ||
623P (Shoryuken) |
+38/34/29/29 (L/M/H/OD) |
MIDSCREEN: [-] |
CORNER: While in the corner, 623HP allows you to framekill 5LP to get a auto-timed +2 214LP on block, or can go directly into 214HP to hit opponents on their first wakeup frame. | ||
214K (Tatsumaki Senpu-kyaku) |
+35 (LK) +23/38 (MK 1st/2nd) +20/35/50 (HK 1st/2nd/3rd) +57 (OD) |
MIDSCREEN: => 214LK > 66 > 214LP is +2/+7 |
CORNER: => 214LK > framekill 5MP, meaty 5HP => 214MK, framekill 5LK, meaty throw / safejab 5LP (safejab works against 9-frame reversals; 5LP, 2MP combos on-hit) => +3 meaty 236LP on block. | ||
j.214K (Aerial Tatsu) |
+48~54 +47~50 (OD) |
MIDSCREEN: [-] |
CORNER: [-] | ||
236K (High Blade Kick) |
+35/40/45 (L/M/H) +45~65 Wall Bounce (OD) |
MIDSCREEN: [-] |
CORNER: 236LK allows an auto-timed safejump in the corner 236HK allows the same when hitting slightly airborne opponents (such as cancelling off a Drive Rush juggle) | ||
214P (Hashogeki) |
+61 Spin (HP) +62 Spin (Denjin) +87 Crumple (OD Denjin) |
MIDSCREEN: [-] |
CORNER: [-] | ||
SA1 - 236236P (Shinku Hadoken) |
+26 +27 (Denjin) |
MIDSCREEN: [-] |
CORNER: In the corner, can Forward Dash or Drive Rush for strike/throw oki. On grounded opponents, Dash + 2MP is +7/+2. | ||
SA2 - 214214P (Shin Hashogeki) |
+20 (Lv.1/2) +78 Tumble (Lv.3) |
MIDSCREEN: [-] |
CORNER: In the corner, can apply meaty strike/throw pressure; 6HP hits frame 1 of opponent's wakeup, and meaty 214PP is +6 oH/oB allowing a combo or walk up throw | ||
SA3/CA 236236K (Shin Shoryuken) |
HKD +8 | MIDSCREEN: |
CORNER: No follow-up oki on the cinematic version. On a non-cinematic high connect, the exact KD advantage varies but Ryu can get corner oki or Drive Rush if slightly out of the corner |
vs. Burnout
Ryu has strong guaranteed/true blockstring sequences that cause a large amount of chip damage on block, meaning guaranteed chip kills are possible.
Because OD Hashogeki is +7 on block, a follow-up 2MP or 4HP is guaranteed. 2MP/4HP into OD Hashogeki itself is also a true blockstring. Simply continue to use 2MP 214PP until you're burnt out. For the ender, prioritize 4HP 623HP if you're in the corner, and 2MP 236MK otherwise to go into level 3.
If Denjin Charge is available, you can start with a 5HP/2MP 214HP for slightly more damage before going into 2MP 214PP loops.
All damage listed below is if the opponent is standing. Level 3 will do slightly less damage on crouching opponents due to less hits connecting.
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK | 5MP/2MP | 4HP | 2MK | 5MK/2HP/2HK | 5HP/4HK | 5HK | 6HK | 6MP/6HP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 17 | 21 |
5MP~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 5 | 9 |
5LK~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 17 | 21 |
2LP~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 16 | 20 |
2MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 9 | 13 |
2HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 7 | 11 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
4HP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 10 | 14 |
4HK(1)~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
4HK(2)~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 6 | 10 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | ? |
5LK~DRC | +5 | |
2LP~DRC | ||
4HK(1)~DRC | +10 | ? |
2MK~DRC | +11 | ? |
5MP~DRC | +12 | ? |
2MP~DRC | ||
4HK(2)~DRC | +14 | ? |
5HP~DRC | +17 | ? |
2HP~DRC | ||
4HP~DRC | +20 | Links to 6HP (+10) |
Defense
Reversals
- OD Shoryuken (623PP) - Fully invincible with fast startup.
- SA1 (236236P) - Fairly fast and strike/throw invincible, making it Ryu's best reversal when in Burnout.
- SA2 (214214P) - Fully invincible, but slow enough that the opponent can meaty with a light normal. Note that holding the button reduces the total invincibility.
- SA3/CA (236236K) - Tied for the fastest invincible reversal in the game, but the range is quite short. Useful in all-or-nothing scenarios where the extra damage can secure the win.
Anti-Airs
- Shoryuken (623P) - Fast, consistent, and lots of air invincibility. Your ideal anti-air of choice in most circumstances. The LP version has the most invincibility, and is ideal for close jumps and cross-cuts. HP has a bit more range, making it useful against characters that can stop their jump momentum early.
- 2HP - Has a decent vertical hitbox for close/mid range jumps. Good option if the opponent is in a Forced Knockdown state, possibly allowing a follow-up juggle.
- 5HK - Slow, but can contend with some long-range jumps for a knockdown. Scoring a Punish Counter anti-air grants a much more consistent juggle for huge damage.
- 4HK - Risky with a mediocre hitbox, but gives a ground bounce, allowing a cancel into Shoryuken, High Blade Kick, or Super
- j.MP - Air-to-air that causes a knockdown. Cancelable into Air Tatsu for extra guaranteed damage.
Anti-Projectile
- Hadoken (236P) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Hadoken will blow through any meterless fireball for a knockdown, letting Ryu establish a more advantageous fireball timing.
- A Denjin enhancement makes the Hadoken faster and 2-hit, but doesn't change its priority against OD fireballs.
- MK/HK Tatsumaki Senpu-kyaku (214K) - Not a viable tool on reaction, but as a hard read Ryu can hop over fireballs.
- SA1 (236236P) - If done early enough, the Shinku Hadoken will destroy the opponent's fireball and pass through to hit the opponent. At longer ranges or against low-recovery fireballs, it is much more difficult to use this as a reaction counter.
Fighting vs. Ryu
Punishable on block
-4 | |
-5 | |
-6 | |
-7 | |
-8 | |
-9 | |
-11 | |
-12 | |
-13 | |
-14 | |
-15 | |
-16 | |
-18 | |
-20 | |
-23 | |
-24 | |
-32 | |
-39 | |
-40 | |
-52 |