The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki.
The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki.
While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility.
While this Super has some invincibility, the slower startup makes it a poor reversal compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. However, the motion of the super does make it a bit easier to use when reacting to drive impact.
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
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
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP 5L
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
7
Chn Sp SA
300
LH
+4
-1
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+4 oH / -1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Very similar to 2LP in terms of frame data, though 5LP has more range making it the ideal 4f punish starter. The extra active frame also makes it easier to land as a meaty, and it is slightly safer on Perfect Parry which can limit the opponent's punish options. Against Drive Impact, 5LP recovers faster due to its lower recovery, making it the safer chain option.
Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a Drive Rush light, this chain can be up to 4 hits. 5LP does have slightly more pushback than 2LP, though this rarely matters in practice.
5MP
Standing Medium Punch
5MP 5M
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
11
Sp SA TC
600
LH
+7
-1
Cancel Hitconfirm Window: 16f / 18f (TC)
Drive Rush cancel advantage:+12 oH / +4 oB
Ryu's main combo starter, but the distance after a hit can make the follow-ups a bit finicky. The Fuwa Triple Strike target combo is the most consistent ender and is easier to hitconfirm, but does fairly low damage.
The link into 4HP only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into 5MP or 2MP works from slightly farther out. On Counter-hit, 5MP can link into 2HP if close enough (for example, blocked DR~5LP, CH 5MP links into 2HP, but without the Drive Rush Ryu will be too far away).
5HP
Standing Heavy Punch
5HP 5H
"Don't push a button, you won't get punished." -Pokchop
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
5
18
Sp SA TC
800
LH
+4
-2
Forces stand on hit
Cancel Hitconfirm Window: 19f / 22f (TC)
Drive Rush cancel advantage:+16 oH / +11 oB
A safe, aggressive poke with a generous cancel window, letting you run stagger pressure while confirming into big damage on hit.
The move is +4 on hit, allowing you to link into either 5LP or 2LP, and into 5MP or 2MP on Counter-hit. On Punish Counter you can cancel to Heavy Hashogeki (214HP) or link into 2MK, both of which allow for great conversions.
Because it forces stand, Ryu can always hitconfirm into his 5HP~HK Target Combo for a Denjin Charge, or cancel into DR~5HK for high-damage extensions.
5LK
Standing Light Kick
5LK A[L]
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
11
Sp SA
300
LH
+2
-4
Cancel Hitconfirm Window: 13f
DR cancel is delayed until after 2nd active frame
Drive Rush cancel advantage:+5 oH / -1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A quick bufferable poke used for punishing and harassing the opponent at mid range. It can't be linked into from other light normals, but its range is useful for converting from buttons like 2MP when nothing else will reach.
Optimal cancel routes from 5LK depend on spacing and how the move connects:
Combos naturally: Shoryuken (close range), Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, any Super
Counter-hit only: OD High Blade Kick
Punish Counter only: HK Tatsu, MK High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki
The Punish Counter conversion into OD High Blade Kick or OD Denjin Hashogeki are particularly noteworthy due to the high damage potential afterwards.
5MK
Standing Medium Kick
5MK --
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
18
-
700
LH
+4
-4
Front leg hurtbox is raised on frames 4-11
A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into SA1 on a successful whiff punish.
5HK
Standing Heavy Kick
5HK --
Bring Lo' The Reversal Throw and Shoryken
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
4
20(22)
-
900
LH
+9
+1
Punish Counter: KD +84 Crumple (+11 before becoming airborne)
Whiffs on crouching opponents unless they extend a vertical hurtbox
2f extra recovery on block
Extends a hurtbox 1f before active that is vulnerable to projectiles
Fairly good anti-air from mid-long range due to its juggle properties. 5HK has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. An outstanding whiff punish and shimmy tool. A star blows up every time you Punish Counter with this button.
Crouching Normals
2LP
Crouching Light Punch
2LP 5/2L~2L
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
9
Chn Sp SA
300
LH
+4
-1
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 11f
Drive Rush cancel advantage:+5 oH / 0 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
A fast light normal similar to 5LP; in comparison, 2LP has less range and fewer active frames. It is also slightly worse than 5LP when chaining against Drive Impact armor. Its advantages are that it has slightly less pushback and more hitstun which allow for combos into Medium Tatsu and Light High Blade Kick. Since Ryu is crouching during the animation, it could also cause certain attacks to whiff, such as Guile attempting a meaty 6HP on your wakeup.
Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a Drive Rush light, this chain can be up to 4 hits.
2MP
Crouching Medium Punch
2MP A[M]
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
13
Sp SA
600
LH
+5
0
Cancel Hitconfirm Window: 16f
Drive Rush cancel advantage:+12 oH / +7 oB
Topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air
Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block. Due to its fast speed and disjoint, it's a useful button for checking an opponent's raw Drive Rush.
2HP
Crouching Heavy Punch
2HP 2H
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
21(22)
Sp SA
800
LH
+1
-7
Anti-Air Invuln: 9f (Fist), 10-14f (Head); cannot hit cross-up
Forces stand on hit
Only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only
Active frames 2-5 have 5f less hitstun (can be punishable if used as a meaty)
Cancel Hitconfirm Window: 18f (only 1st active frame is cancelable)
Drive Rush cancel advantage:+17 oH / +9 oB
Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after Counter-hit/Punish Counter5MP, but the short range can make this a little inconsistent. Very unsafe on block.
2LK
Crouching Light Kick
2LK 2L
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+3
-3
Chains into 5LP/2LP/2LK
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into 5LP or 2LP.
2MK
Crouching Medium Kick
2MK 2M
Distilled Footsies
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
19
Sp SA
500
L
+1
-6
Cancel Hitconfirm Window: 13f
DR cancel is delayed until after active frames
Drive Rush cancel advantage:+11 oH / +4 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy's having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Canceling into Drive Rush lets Ryu transition from neutral to offense, leading to solid damage and corner carry on hit or a strike/throw mixup on block.
Some other useful cancel routes are:
236P - low risk, low reward poking tool; safe if the opponent tries to Drive Impact between the hits
236MK - relatively safe at max range (depending on opponent's punish tools) and good knockdown ender
Denjin 214HP - rewarding on hit and great advantage on block; interruptible unless starting with Drive Rush, but not on reaction
2HK
Crouching Heavy Kick
2HK 3H
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
23(29)
-
900
L
HKD +32
-12
Counter-hit/Punish Counter: HKD +47
Has juggle potential; not a Hard Knockdown when juggled into
On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing)
A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff.
Gives enough advantage on Punish Counter to go for a Denjin charge and be only -5; whether this is useful depends on your positioning and the opponent's 5f attack range.
Jumping Normals
j.LP
Jumping Light Punch
j.LP --
Hitboxes Off
Hitboxes On
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
10
3 land
-
300
H
+4(+9)
0(+5)
Can be used as a fuzzy instant overhead
A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Shoryuken.
The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
j.MP
Jumping Medium Punch
j.MP --
Hitboxes Off
Hitboxes On
j.MP
Jumping Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
2,3
3 land
Sp
350x2
H
+10(+13)
+6(+9)
Both hits are cancelable and put airborne opponents into limited juggle state
Shifts Ryu's hurtbox upward during startup
Ryu's most rewarding air-to-air since it causes a knockdown. The follow-up juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable.
j.HP
Jumping Heavy Punch
j.HP j.H
Hitboxes Off
Hitboxes On
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
3 land
-
800
H
+8(+15)
+4(+11)
Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents
Jump-in with a good downward reaching hitbox for closer range jumps and throw baits.
j.LK
Jumping Light Kick
j.LK j.L
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
10
3 land
-
300
H
+5(+10)
+1(+6)
Can hit cross-up
Has a fairly narrow cross-up hitbox and limited combo potential on hit. Due to its low blockstun, Ryu can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal.
j.MK
Jumping Medium Kick
j.MK j.M
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
6
3 land
-
500
H
+8(+13)
+4(+9)
Can hit cross-up
Shifts Ryu's hurtbox upward during startup
The better of Ryu's cross-up buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo follow-ups.
j.HK
Jumping Heavy Kick
j.HK --
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
8
3 land
-
800
H
+9(+15)
+5(+11)
Great hitbox makes it a threat at mid-long ranges, like when jumping over a fireball.
Command Normals
6MP
Collarbone Breaker
6MP 6M
Hitboxes Off
Hitboxes On
6MP
Collarbone Breaker
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
1,3
19
-
300x2
H,H
+3
-1
2 hits; if 1st hit is blocked, 2nd hit is no longer an overhead
Counter-hit/Punish Counter bonus advantage applies to both hits
A fast overhead that allows follow-up combos when used after Drive Rush. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after 214LK + whiff 5LP in the corner.
While Ryu is +3 when the opponent blocks DR~6MP, he is out of throw range making it hard to press a real mixup. When hitting a crouching opponent at point blank, he can link into 4HP for a powerful combo extension that forces the opponent to stand. However, if the opponent somehow gets hit while standing, 4HP will whiff; for a more guaranteed combo ender, you can instead use 2MP > 236MK or 5MP~LK~HK for a Denjin stock.
6HP
Solar Plexus Strike
6HP A[H]
Hitboxes Off
Hitboxes On
6HP
Solar Plexus Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2,3
16
-
400x2
LH
+6
+3
2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits
If 1st hit connects on extended hurtbox and 2nd hit whiffs, becomes +6 on CH / +8 on PC
1st hit puts airborne opponents into free juggle state
This allows the 2nd hit to immediately connect to prevent Ryu from being punished on hit
A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back.
The +3 block advantage is enough to continue your pressure with a 5MP or 2MP without being interrupted by an non invulnerable option, but the move leaves you too far away to initiate a throw mixup without walking. It can be up to +5 on block if spaced out, but this also results in more pushback. After a DR~6HP at point blank, Ryu can microwalk for a throw that beats 4f normals, but the timing is very strict.
Can combo into to 5MP or 2MP on hit, and on Counter-hit/Punish Counter you can easily react with a stronger combo route. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon.
4HP
Short Uppercut
4HP --
Your key to corner damage
Hitboxes Off
Hitboxes On
4HP
Short Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
4
25(26)
Sp SA
800
LH
+1
-13
Forces stand on hit
8f less hitstun on active frames 2-4 (can be unsafe with meaty timing)
() refers to hit/block recovery on 1st active frame only
Cancel Hitconfirm Window: 17f (1st active frame only)
Drive Rush cancel advantage:+20 oH / +6 oB
Ryu's fastest heavy normal, but has fairly short range making it finicky in combos without Drive Rush momentum. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like OD Hadoken/Hashogeki.
Can be used as an anti-air, but the hitbox makes it a little inconsistent against strong air normals; stick with 2HP for a more reliable normal.
4HK
Axe Kick
4HK 4H
Hitboxes Off
Hitboxes On
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
2 hits; () refers to startup of 2nd hit only
1st hit forces stand, puts airborne opponents into limited juggle state
2nd hit puts airborne opponents into OTG Bounce state
Counter-hit/Punish Counter bonus advantage applies to both hits
Cancel Hitconfirm Window: 37f / 17f (2nd hit)
Drive Rush cancel advantage: 1st hit +10 oH / +4 oB, 2nd hit +14 oH / +10 oB
Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup.
Though risky, using it as an AA has decent reward due to the 2nd hit's ground bounce, which can juggle into a move like HP Shoryuken or MK High Blade Kick. In some rare cases, a high connect only allows the 1st hit to juggle; in this case, an immediate cancel into Shoryuken or a Tatsu will also work.
Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel to Air Tatsu, making it a potent defensive poke and counterpoke. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes +6 and gains a link to 5MP or 2MP.
The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced.
6HK can be juggled into, with OD High Blade Kick being its most useful juggle starter. It is also effective after PCDrive Impact into nj.HP, which can give Ryu a manually timed safe jump setup that does slightly more damage than his 236LK routes while being more likely to reach the corner.
6HK~214K
Aerial Tatsumaki Senpu-kyaku
(6HK cancel)
6HK~214K 6H~S
Shades of Evil Ryu
Hitboxes Off
Hitboxes On
6HK~214K
Aerial Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
3
13+16 land
-
900
LH
KD +38
-16
Airborne 1-26f (Forced Knockdown state); the last frame of landing recovery is in a crouching state
Does not lead to follow-up juggles like regular Air Tatsu
6HK~214KK
Aerial Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
2(1)2(2)2(2)2(3)2
12+16 land
-
300,200x3,600 (1500)
LH
KD +47(+48)
-30
Airborne 1-40f (Forced Knockdown state); the last frame of landing recovery is in a crouching state
Puts opponent into limited juggle state; can lead to juggles near the corner
Can hit crouching opponents unlike regular OD Air Tatsu
Applies an extra 15% damage scaling to next attack when comboed into
These unique versions of Air Tatsu only exist as a cancel from 6HK, and in practice they function more like a grounded Tatsu. It can be hitconfirmed into fairly reliably, especially if you see the opponent stick out a low poke during your Whirlwind Kick startup. It is very unsafe if blocked, leaving Ryu point blank for a huge punish.
This move's primary use is to end juggles, most notably after a midscreen OD High Blade Kick. Juggling 6HK into the meterless Tatsu gives great corner carry and decent oki after a double dash. The OD Air Tatsu ender generally leads to the same juggle follow-ups as the non-6HK version, and should only be used near the corner unless the extra damage is enough to secure the round.
Target Combos
5HP~HK
High Double Strike
5HP~HK 5H~H
Hitboxes Off
Hitboxes On
5HP~HK
High Double Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
4
20
-
1000
LH
KD +36
-8(-18)
HK whiffs on crouch blocking opponents (-18)
Cancelable into Denjin Charge on hit by inputting 2P (KD Adv. +7)
Ryu generally gets better combo enders from 5HP, but the HK is much easier to hitconfirm on reaction than a special move. The HK will always connect on hit since 5HP forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed.
On hit, the HK ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. If this Target Combo is juggled into, Ryu's KD advantage can be slightly better than the usual +7.
5MP~LK~HK
Fuwa Triple Strike
5MP~LK~HK 5M~M~M
Hitboxes Off
Hitboxes On
5MP~LK
Fuwa Double Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
16
TC
300
LH
+1
-4
Cancel Hitconfirm Window: 35f (TC)
5MP~LK~HK
Fuwa Triple Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
4
20
-
900(720)
LH
KD +36
-8
() refers to scaled damage from 5MP combo starter
Leaves a 3f blockstring gap before final hit on block
Cancelable into Denjin Charge on hit by inputting 2P (KD Adv. +7)
A relatively weak target combo, but it's easier to confirm from 5MP than a special move. Also has some utility near max 5MP range where other follow-ups can whiff. However, the LK can whiff if 5MP hits on an extended limb hurtbox.
At close range, Ryu is punishable after 5MP~LK, but it's fairly easy to space safely against most characters. For example, about half the cast cannot punish the blocked sequence DR~5MP, 5MP~LK with their 4f normal, and the sequence 6HP, 5MP~LK cannot be punished by anyone (although it is vulnerable to DI). Opponents unaware of this fact can be baited into a spacing trap as they whiff their attempted punish.
On hit, the HK ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK LM
Hitboxes Off
Hitboxes On
LPLK
Shoulder Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +17
-
Punish Counter: HKD +17
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Ryu has a great corner throw loop that requires no additional movement. Whiffing 5LP will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. Manual timing also allows Ryu to walk back to threaten a shimmy.
Midscreen, Ryu can chase the opponent with an auto-timed Drive Rush into 5MP/2MP, leaving him +4~5 on block and allowing a link to 5HP on hit. He can also slightly delay a 5LP to set up a frame trap or tick throw. Opponents who respect these options or attempt to Perfect Parry can be conditioned to eat a follow-up throw instead.
Back Throw (4LPLK)
Back Throw
4LPLK 4LM
Hitboxes Off
Hitboxes On
4LPLK
Somersault Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +11
-
Side switch
Punish Counter: HKD +11
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Ryu is left too far away for any follow-up oki after switching sides, even in the corner.
Drive System
Drive Impact (HPHK)
Drive Impact
HPHK DI
Hitboxes Off
Hitboxes On
HPHK
Shingeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2
35
-
800
LH
KD +35 / Wall Splat KD +65
-3 / Wall Splat HKD +72
Armor (2-hit): 1-27f; Range: 2.541 (1.491 movement + 1.05 hitbox)
On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
Combos when canceled from 5HP/2HP/4HP or Punish Counter4HK (2nd) (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
This happens because a blocked DI is not considered a "hit" for combo purposes
Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
5HP: 6[2]
4HK (2nd): 7[3]
2HP: 8[4]
2MP: 10[6]
4HP: 11[7]
5MP, 2MK, 4HK (1st): 13[9]
Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
JP (22K), frame 3 counter
Marisa (214K), frame 3 armor
Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. * Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
5HP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
4HK (2nd) > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~2MP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
DR~4HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Drive Reversal
6HPHK 6DI
Hitboxes Off
Hitboxes On
6HPHK
Chest Strike (Block)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
26(31)
-
500 recoverable
LH
KD +23
-6
Full Invuln: 1-22f; Range: 1.675; Armor Break
5f extra recovery on hit; 4f screen freeze during startup
Increases damage, and may change frame advantage, knockdown advantage, or number of hits
Can be performed after 5HP~HK or 5MP~LK~HK by inputting 2P on hit only
Denjin stock is granted on frame 50; Ryu is in a Counter-hit state for the entire duration
Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds
Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be wary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as OD Denjin Charge Hadoken, OD Tatsu, or HK High Blade Kick. It's usually safe against midscreen MK High Blade Kick too.
Both of Ryu's Target Combos give him the option to end in a Denjin Charge on hit with a different input (2P). This sacrifices any possible midscreen oki, but in the corner he can gain the Denjin stock while still maintaining his offense.
Has juggle potential; puts opponents into a limited juggle state
Allows the use of SA1 while 236PP is still on-screen
Cancel Hitconfirm Window: 12f (Super)
Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through his fireball game. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup.
LP Hadoken is the safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. MP Hadoken is slightly faster, and can throw off the opponent's parry timing because they most likely expect a slower or faster fireball. One big advantage to these two versions is that Ryu can use them even with a Denjin stock, making the opponent guess when the 2-hit fireball is coming.
HP Hadoken is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into Denjin Hadoken when Ryu has a stock.
OD Hadoken is fast and higher priority, making it an important tool against other zoners. The faster recovery makes it extremely hard for opponents to jump over, even as a prediction. On hit, the knockdown time lets Ryu perform a Denjin Charge or move forward for oki. If the opponent is cornered and ~1/3 screen away, Ryu can pick up Drive Rush juggles into light normals; from a bit farther away, he can get medium and heavy normals as well. He can also juggle into SA1 on reaction against cornered opponents, and even midscreen opponents under certain conditions. In general, a 2-light confirm or a Counter-hit light into medium confirm leaves Ryu close enough for this juggle. Additionally, 2MK and 5HP move forward during the cancel window, allowing the 236PP > SA1 juggle to work more consistently.
A ranged cancel from 2MK, 2MP, or 5HP into HP Hadoken will always be a true blockstring, while MP Hadoken can leave small gaps; LP Hadoken leaves much larger gaps in ranged cancels that can allow more armored or anti-projectile moves to be effective.
Canceling pokes into Hadoken runs the risk of being absorbed by Drive Impact armor for a full crumple punish. This requires a prediction by the opponent before the poke connects, so you can shut this down by playing less predictably and countering with your own DI if they abuse it in neutral. When a blocked poke like 2MK/2MP/5HP is canceled into Hadoken, the opponent's reversal DI will not be fast enough to punish through any blockstring gaps.
Hadoken (Denjin 236P)
Denjin Charge Hadoken
Denjin Fireball
236HP 236H or 5S
Hitboxes Off
Hitboxes On
236HP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
30
SA3
400x2
LH
KD +52
-3
Fast 2-hit projectile; Projectile Speed: 0.12
Has juggle potential; puts opponents into a limited juggle state
Cancel Hitconfirm Window: 12f (Super)
Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236PP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
26
SA2 SA3
300x2,400 (1000)
LH
KD +57
+2
Fast 3-hit OD projectile; Projectile Speed: 0.145
Has juggle potential; puts opponents into a limited juggle state
Cancel Hitconfirm Window: 13f (Super)
Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Hadoken gains an extra hit and becomes very fast when using 236HP or 236PP with a Denjin stock; using the LP and MP version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any OD projectile and the OD version loses to any Super projectile.
On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into SA1 on reaction.
Reduced damage (but higher Juggle Limit) on active frames 3-10 (high anti-air connect)
Cancel Hitconfirm Window: 22f (Super)
Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 40% total scaling)
623PP
Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
2,8
37+15 land
-
800x2
LH
KD +29
-40
Full Invuln: 1-8f (cannot hit cross-up); Airborne 8-52f (Forced Knockdown state)
Ryu's primary invincible reversal option
Shoryuken is, as always, a great anti-air special and juggle ender. Higher strengths have slower startup in exchange for additional damage and range. The LP version is the best overall for anti-air purposes, but MP/HP are less likely to whiff against moves like Divekicks that stop forward air momentum. It's best to use Shoryuken as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into SA3. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input).
OD Shoryuken has full invincibility to blow through the opponent's attacks, though it doesn't last long enough to plow through most other invincible moves (especially Supers). While it's possible to use this version in juggles and anti-airs, it's only worthwhile if it will secure a guaranteed kill over the other strengths.
All versions of Shoryuken have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. It's important to know which juggle routes work with each strength, as it's fairly common for a route to only allow LP or MP/OD Shoryuken as an ender.
On a midscreen hit, Ryu usually has to chase the opponent down with Drive Rush to secure any real oki. In some anti-air scenarios, it's possible to chase a Back Rise with two dashes, but this often leaves him around 0 or +1 and is hard to judge by eye. OD Shoryuken never gives throw oki on a midscreen opponent, but Ryu can Drive Rush into delayed 2MK/5HP or immediate 6HP/6HK to keep the pressure up.
The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into SA3. It does not affect any other combo route ending in Shoryuken > SA3, however.
1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst)
Puts opponent into limited juggle state; later hits have more juggle potential
Tatsu is a good move for getting oki and corner carry with only a small damage sacrifice.
LK Tatsu leaves opponents the closest to Ryu on any grounded combo, allowing him to easily get either a meaty LP Hashogeki, or dash into a basic strike/throw mixup. If it was canceled from a ranged medium/heavy poke, the opponent may recover too far away for point blank oki. MK Tatsu primarily sees usage as a juggle ender, where it gives Ryu some of his best corner carry, while HK Tatsu gives Ryu a meterless side switch when comboed into.
Both the MK and HK versions can be used predictively against most projectiles due to the lower body invincibility, though this is a very high risk option for its meager reward. They also get better knockdown advantage when connecting on later hits from long range. If you manage to land the 3rd hit of HK Tatsu (a tall order, considering the startup is functionally 46 frames), you can even juggle into 2HK, HP Shoryuken, SA1, or SA3.
OD Tatsu is a great juggle starter in the corner, essentially replacing OD High Blade Kick at that range. It will always hit consistently due to its vacuum effect as long as one hit connects. Using OD Tatsu against an already airborne opponent is less effective, as it uses up a significant amount of juggle points, severely limiting Ryu's follow-up options.
Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. 5LP cannot naturally combo into MK/HK Tatsu, and 2LP/5LK cannot naturally combo into HK Tatsu outside of a Punish Counter scenario. They all work on crouching opponents on the first hit, and even when whiff punishing this hit will almost always connect.
Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
Air Tatsu
j.214K j.214X or j.S
Hitboxes Off
Hitboxes On
j.214K
Aerial Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
2(5)2(6)2
16 land
-
900
LH
KD +46(+52)
-6(+3)
During Forward Jump only; button strength does not affect trajectory
Forced Knockdown state until landing; the last 13f of landing recovery is in a crouching state
Can hit Cross-up (blockstun is reduced by 4f)
Puts opponent into limited juggle state (2HK and SA1 are most consistent follow-ups)
Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
j.214KK
Aerial Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
2(1)3(1)3(1)3(2)2
16 land
-
300,200x3,600 (1500)
LH
KD +45(+51)
-29(-32)
Forced Knockdown state until landing; the last 13f of landing recovery is in a crouching state
Cannot hit cross-up; whiffs on crouching opponents unless they extend a vertical hurtbox
Applies an extra 15% damage scaling to next attack when comboed into
Air Tatsu is primarily used as a cancel from air-to-air j.MP to increase Ryu's damage. The OD version can pick up an extra juggle after landing near the corner.
When used as a jump-in, the meterless version can slightly alter Ryu's jump timing and trajectory, making it possible to avoid anti-airs. It can also hit cross-up on a grounded opponent, though the timing is a bit strict; the exact block advantage can vary significantly with even a small variation in timing (unless the opponent crouch blocks, in which case Ryu is always +3). Ryu can usually pick up a juggle into SA1 on a successful hit, but a meterless 2HK also works near the corner or after a cross-up.
OD Air Tatsu cannot be used as an aerial approach in the same way, since Ryu hovers mid-air and stops his momentum. In fact, it won't even hit standing opponents unless input within the final few frames of Ryu's descent. While uncommon, there are some situations in which Ryu can purposely stall mid-air to bait something like an anti-air Super.
Note: for the version of Air Tatsu canceled from 6HK, see 6HK~214K
Gives enough time to charge SA2 when canceled (depending on screen position)
Cancel Hitconfirm Window: 27f (Super)
Applies an extra 5% damage scaling to next attack when comboed into
High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a combo and juggle ender due to its high juggle potential, great oki, and consistent cancel into SA3.
The LK version is a quick combo ender that sets up an auto-timed safe jump in the corner against grounded opponents. It combos naturally from both 2LP and 5LK, making it a great ender for light strings. It has fewer active frames than other versions, making it hard to space safely in neutral against most characters.
The MK version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. It is great for harassing the opponent's Drive gauge unless they have an unusually fast and long-range punish option. It combos from all medium normals, as well as Punish Counter5LK/2LP.
The HK version is very slow, but the high pushback makes it much safer than other versions. Only 4HP can naturally combo into it; other buttons require Drive Rush, Punish Counter, or juggle routes to combo successfully. Juggling into 236HK (e.g. 214HP, DR~5HP > 236HK) usually leaves the Ryu at +42, setting up an auto-timed corner safe jump. Be careful when throwing this out in neutral, as the opponent can react with Drive Impact unless you cancel into SA3 on reaction. It can also be a great punish starter after blocking a cornered opponent's reversal, especially if you have a stock to follow up with Denjin 214HP.
OD High Blade Kick can get some powerful juggles due to its Wall Bounce; it can even combo into fully charged SA2 when canceled (although the release must be manually timed). 236KK can be comboed into from medium attacks or from a Punish Counter5LK. The most common follow-up juggles are 6HK > Air Tatsu, or 4HK (2nd hit) > HP Shoryuken. The first route gives good corner carry, while the second can cancel into SA3 for great midscreen damage. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, OD Tatsu is preferred.
Hashogeki (214P)
Hashogeki
Hado Palm
214P 214X
Frame trap or plus frames? Don't mind if I do...
LP Version
MP Version
HP Version
OD Version
Hitboxes Off
Hitboxes On
214LP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
18
SA3
700
LH
+2
-3
1 hit; strike hitbox that can dissipate 1-hit meterless projectiles
2 hits (even when connecting on the final active frame); strike hitbox that can dissipate 2-hit meterless projectiles
Puts opponents into a spinning limited juggle state (no CH/PC required)
Cancel Hitconfirm Window: 39f (Super)
214PP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
20
SA2 SA3
1100
LH
+3
+3
1 hit; can dissipate meterless or 1-hit OD projectiles
Cancel Hitconfirm Window: 22f (Super)
Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Hashogeki acts as a strike that can nullify equal-priority projectiles; the OD version will completely destroy meterless fireballs just like any other OD projectile. This strike property means that it cannot be used to stuff reversal Level 1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through. The opponent is left standing after being hit by the LP/MP/OD versions, but too far away for Ryu to immediately land a throw. He can use his frame advantage to press a medium button, beating reversal 4-frame normals and preventing a jump or backdash; the threat of this can allow him to walk in for the "fake" throw pressure.
LP Hashogeki has short range and low pushback but is safe on block. Its fast whiff animation also makes it useful as a fireball feint, baiting people into using jump, parry, or anti-projectile moves on reaction while leaving time for Ryu to respond. The slower MP Hashogeki is technically unsafe, but the spacing often makes it more difficult to punish. With specific setups, the LP/MP versions are useful as meaty tools on the opponent's wakeup. When scoring a Counter-hit/Punish Counter, both versions launch the opponent with plenty of time to react. Ryu can pick up the juggle anywhere on-screen with DR~5MP/2MP; you can also get DR~4HP if 214MP hits from close range.
HP Hashogeki gives Ryu frame advantage on block and keeps them inside throw range, but canceling into it leaves him vulnerable during its long startup. If you condition the opponent to expect a 214HP cancel, you can punish their light normal mash by ending with the LP or MP versions instead, creating an intentional gap of 1-4 frames; this allows you to use the aforementioned Counter-hit launch juggle routes, even if he trades with the opponent's normal.
OD Hashogeki is also plus on block, but has little reward on hit without a counter hit or Denjin stock. Due to it's high damage and ability to be linked out of, using it as a PC starter is great; the damage scaling only kicks in when comboing into the 214PP. It's serviceable as a round closer or to keep certain buttons safe for punishment.
All versions of Hashogeki can be juggled into in some capacity. The LP and MP versions are used in some high-damage corner juggle routes, usually by using Drive Rush buttons after OD Tatsu or HP Hashogeki. See the Combos page for details about specific routes with their damage and resource cost.
Against opponents in Burnout, 214LP can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in or take a risk with a pressure reset like 214HP, 5HP > 214LP, or something else. Looping 2MP > 214PP creates a true blockstring that can create easy checkmate scenarios with either chip or DI; for example, 5HP > DI after a 214PP will create a blockstring most characters can't escape.
The following are some common blockstring gaps; all examples assume Ryu cancels at the fastest possible timing, though a longer gap can be created by delaying the cancel:
1f gap: 2HP > 214MP
2f gap: 2MP > 214PP
3f gap: 5LK/2LP > 214LP, 2MP > 214MP, 4HP > 214PP
4f gap: 5LP > 214LP, 4HP > 214MP
Hashogeki (Denjin 214P)
Denjin Charge Hashogeki
Denjin Hado Palm
214HP 214H
Hitboxes Off
Hitboxes On
214HP
Denjin Charge Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
6
19(31)
SA3
400x2
LH
KD +62 Spin
+3
Strike hitbox that can nullify 2-hit meterless projectiles
Puts opponent into spinning limited juggle state on hit (can juggle even midscreen)
() refers to recovery on Block only
Cancel Hitconfirm Window: 38f (Super)
214PP
Denjin Charge Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
19
SA2 SA3
800
LH
KD +87 Crumple
+4
Strike hitbox that can nullify 1-hit of an OD projectile
Crumples opponent on hit (+14 before opponent becomes airborne, or +18 on Punish Counter)
Cancel Hitconfirm Window: 22f (Super)
The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is only used when using the HP version of a regular Hashogeki while having Denjin, the LP and MP versions will be unchanged. It retains the projectile nullifying properties of the standard version, but can now dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The OD version surprisingly does not gain an additional hit, but is still very rewarding to land due to its high damage and crumple state.
Despite usually forming a true blockstring, you can delay cancel 5HP to Denjin 214HP on block creating a frame trap.
There are some blockstrings that can create frame traps on block:
Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Level 1 Supers. This Super can be performed even when an OD Hadoken is on the screen, which improves Ryu's juggle routes and can also let him punish opponents jumping over fireballs at certain ranges.
If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. There is no way to preserve the Denjin stock while using this Super, unlike with regular Hadoken.
The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range.
Level 2 Super (214214P)
Shin Hashogeki (Lv.1)
Level 2 Super Art
214214P 214214M or 4HS
Denjin Charge
Denjin Charge
Hitboxes Off
Hitboxes On
214214P
Shin Hashogeki Lv.1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
39
-
2800
LH
KD +20
-20
214214P
Denjin Hashogeki Lv.1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
39
-
3200
LH
KD +20
-20
Full Invuln: 1-13f; Armor Break
Drive Gauge Depletion: 1 bar (hit) / 0.4 bars (block)
40% minimum damage scaling
A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout.
The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki.
While this Super has some invincibility, the slower startup makes it a poor reversal compared to SA1 or SA3. If attempting this, be aware that holding the button results in 3f less invincibility. However, the motion of the super does make it a bit easier to use when reacting to drive impact.
Shin Hashogeki (Lv.2)
Level 2 Super Art
214214P 214214M or 4HS (hold)
Denjin Charge
Denjin Charge
Hitboxes Off
Hitboxes On
214214P (hold)
Shin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
6
39
-
2900
LH
KD +20
-20
214214P (hold)
Denjin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
21
6
39
-
3300
LH
KD +20
-20
Full Invuln: 1-10f; Armor Break
Drive Gauge Depletion: 1 bar (hit) / 0.6 bars (block)
40% minimum damage scaling
Button must be held for 6f after the Super freeze
A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout.
The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki.
While this Super has some invincibility, the slower startup makes it a poor option compared to SA1 or SA3. If attempting this, be aware that holding the button results in 3f less invincibility.
Some things that combo into Level 2 charge are 4HP and OD Hashogeki (non-Denjin).
Shin Hashogeki (Lv.3)
Level 2 Super Art
214214P 214214M or 4HS (hold)
Denjin Charge
Denjin Charge
Hitboxes Off
Hitboxes On
214214P (hold)
Shin Hashogeki Lv.3
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
50
6
39
-
3000
LH
KD +78 Tumble
-20
214214P (hold)
Denjin Hashogeki Lv.3
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
50
6
39
-
3400
LH
KD +78 Tumble
-20
Full Invuln: 1-10f; Armor Break
Drive Gauge Depletion: 1 bar (hit) / 1 bar (block)
40% minimum damage scaling
Button must be held for 36f after the Super freeze
Gives a tumbling OTG knockdown that can be followed up with a raw Drive Rush combo
A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout.
The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki.
While this Super has some invincibility, the slower startup makes it a poor option compared to SA1 or SA3. If attempting this, be aware that holding the button results in 3f less invincibility.
Some things that can combo into Level 3 charge are OD High Blade Kick and OD Denjin Hashogeki. The pushback on block is extremely high on this version, and may require the opponent to hold Parry and use a Drive Rush punish starter if blocked.
Level 3 Super (236236K)
Shin Shoryuken
Level 3 Super Art
236236K 236236H or 2HS
NOW OR NEVER!
An ELECTRIC finish (CA grants 500 extra damage)
Hitboxes Off
Hitboxes On
236236K
Shin Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4000 (3600)
LH
HKD +8
-50(-54)
Full Invuln: 1-16f; Airborne 7-48f (Forced Knockdown state); Armor Break
2f startup when canceled from 623HP
Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage
Cinematic time regenerates ~2.2 Drive bars for Ryu
50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Shin Shoryuken (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4500 (4400)
LH
HKD +8
-50(-54)
Full Invuln: 1-16f; Airborne 7-48f (Forced Knockdown state); Armor Break
Available at 25% HP or below
Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage
2f startup when canceled from 623HP
Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
Cinematic time regenerates ~2.3 Drive bars for Ryu
50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes.
SA3 cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into SA3 as an anti-air causes Ryu to incur significant damage scaling, making it weaker than a raw SA3 (but generally more consistent to land). Ryu can lose a bit of damage if the opponent is juggled high enough to skip the cinematic; note that after HP Shoryuken, the startup is faster to prevent this non-cinematic hit and to ensure it juggles properly midscreen.
If the opponent chooses to stand block this Super (especially with a tall characters), they will take a little extra blockstun and Burnout chip damage since more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because SA3 hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick.