All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. This strike hitbox means that Lv.1 Supers can generally be used to interrupt blockstrings, giving the move a bit more risk. Hashogeki has juggle potential on all versions. The versions that leave the opponent standing on hit have too much pushback for Ryu to push a throw/strike mixup afterward.
All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. This strike hitbox means that Lv.1 Supers can generally be used to interrupt blockstrings, giving the move a bit more risk. Hashogeki has juggle potential on all versions. The versions that leave the opponent standing on hit have too much pushback for Ryu to push a throw/strike mixup afterward.
<br><br>
<br><br>
There are some blockstrings that can create frame traps on block (though the Hashogeki may still be punishable):
There are some blockstrings that can create frame traps on block; anything up to a 4f gap is useful due to the Counterhit spinning juggle, which allows Ryu to juggle even after a trade. These assume fastest cancel timing, though different gaps can be created by doing a delayed Hashogeki cancel:
* 1f gap: 2HP xx 214MP
* 1f gap: 2HP xx 214MP
* 2f gap: 2MP xx 214PP
* 2f gap: 2MP xx 214PP
* 3f gap: 2MP xx 214MP, 4HP xx 214PP
* 3f gap: 5LK/5LP xx 214LP, 2MP xx 214MP, 4HP xx 214PP
* 4f gap: 5LP xx 214LP, 4HP xx 214MP
}}
}}
Revision as of 12:47, 20 February 2023
Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing.
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 especially when Denjin is spent to either give Ryu easy access to juggles or plus frames on block. Ryu also has Tatsumaki Senpu-kyaku, an advancing spinning kick that provides corner carry and some projectile invulnerability. And returning from Street Fighter 3 is Ryu's High Blade Kick, with each strength being reworked into varying forms of utility including midrange poking, getting a corner safejump, or even big damage combo extensions in the corner. All of these tools combined lend to Ryu being a well rounded character who has many useful options for different situations, and he especially rewards smart play with terrifyingly powerful corner pressure.
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 hard, with particularly devastating pressure and damage against cornered opponents.
Enforcer of "Honesty": Extremely interactive pressure with lots of ways to condition the opponents
...Master of None: Not having an explicit niche other than an explosive damage ceiling near the corner.
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)
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
5/2L~A[2L~L~L]: 5LP/2LK ~ 2LK ~ 5LP ~ H Shoryuken
Variant ender that lets Ryu get a Light Assist Combo from a chained starter
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
Normals
Standing normals
5LP
Standing Light Punch
5LP
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 reaction window: 13f
Frame data is mostly identical to 2LP, but 5LP is the preferred chain for countering Drive Impact since it has lower recovery. Can get a 3-hit light confirm with 5LP x3.
5MP
Standing Medium Punch
5MP
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 reaction window: 16f (18f TC)
Ryu's main combo starter, but the distance after a hit can make the followups 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 Counterhit, 5MP can link into 2HP if close enough (for example, blocked Drive Rush 5LP > CH 5MP links into 2HP, but without the Drive Rush Ryu will be too far away).
5HP
Standing Heavy Punch
5HP
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 reaction window: 19f (22f TC)
A very useful normal due to its long hitconfirm window and cancellability. It has decent range and is safe on block, so it's fairly low-risk. Since it forces stand on hit, the HK target combo followup is guaranteed to work. At 10f startup the move is a little slow, so it's not the most useful in punishes or in combos, but if you can start a punish with 5MP this is a good button to link into.
5LK
Standing Light Kick
5LK
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
11
Sp SA
300
LH
+2
-4
Cancel reaction window: 13f
Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers
Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki
A quick bufferable poke used for punishing and harassing the opponent at mid range. It doesn't work in light confirms, but its range is useful for converting from buttons like 2MP when nothing else will reach. The ability to combo into OD High Blade Kick or OD Denjin Hashogeki as a punish makes it quite powerful.
5MK
Standing Medium Kick
5MK
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
18
-
700
LH
+4
-4
Standard mid-range poke.
5HK
Standing Heavy Kick
5HK
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
4
20(22)
-
900
LH
+9
+1
Whiffs on crouching opponents
Puts airborne opponents into limited juggle state
Punish Counter: Crumple (+11 before becoming airborne)
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.
Crouching Normals
2LP
Crouching Light Punch
2LP
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 reaction window: 11f
Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks.
2MP
Crouching Medium Punch
2MP
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
13(15)
Sp SA
600
LH
+5
0
Cancel reaction window: 16f
Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block.
2HP
Crouching Heavy Punch
2HP
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
21(22)
Sp SA
800
LH
+1
-7
Forces stand on hit
Only the 1st active frame is cancellable
Cancel reaction window: 18f
Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after Counterhit/Punish Counter 5MP, but the short range can make this a little inconsistent. Very unsafe on block.
2LK
Crouching Light Kick
2LK
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+3
-1
Chains into 5LP/2LP/2LK
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
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
19
Sp SA
500
L
+1
-6
Cancel reaction window: 13f
Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
The quintessential Shoto cancellable low forward. Great range for keeping the opponent at bay while cancelling into fireballs. Also good for whiff punishes. Slightly unsafe if blocked at close range unless cancelled into a safer move. Combos into most specials consistently, but requires a Counterhit or Punish Counter to combo into meterless Denjin Hashogeki.
2HK
Crouching Heavy Kick
2HK
2HK
Low Spinning Sweep
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
23(29)
-
900
L
KD +40
-12
Counterhit/Punish Counter: +47 HKD
Has some juggle potential
A fairly standard 2HK. At -11 it's a bit more unsafe than other sweeps, so should be used sparingly.
Jumping Normals
j.LP
Jumping Light Punch
j.LP
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)
j.MP
Jumping Medium Punch
j.MP
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 cancellable and put airborne opponents into limited juggle state
Ryu's best air-to-air since it causes a knockdown. The followup juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancellable.
j.HP
Jumping Heavy Punch
j.HP
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 Counterhit/Punish Counter vs. airborne opponents
Jumpin with a good downward reaching hitbox.
j.LK
Jumping Light Kick
j.LK
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 crossup
Has a fairly narrow crossup 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.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 crossup
The better of Ryu's crossup buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo followups.
j.HK
Jumping Heavy Kick
j.HK
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
8
3 land
-
800
H
+9(+15)
+5(+11)
Great hitbox makes it a threat at mid-long ranges.
Command Normals
6MP
Collarbone Breaker
6MP
6MP
Collarbone Breaker
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
1,3
19
-
300x2
H,H
+3
-1
2-hit overhead; Counterhit/Punish Counter bonus advantage applies to both hits
A standard overhead that can link into 5MP or 2MP when used after Drive Rush. A regular counterhit can still link into a 4f light, but regular hits do not allow for followup links.
6HP
Solar Plexus Strike
6HP
6HP
Solar Plexus Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2,3
16
-
400x2
LH
+6
+3
2 hits; Counterhit/Punish Counter bonus advantage applies to both hits
A powerful advancing command normal that is plus on block and combos to 5MP or 2MP on hit, and even stronger combos on Counterhit/Punish Counter. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback. If the first hit connects at absolute max range on a crouching opponents, the 2nd hit can whiff, making it -5 on hit and -12 on block.
4HP
Short Uppercut
4HP
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
Only 1st active frame is cancellable
Cancel reaction window: 17f
Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or cancelled into a safe move like OD/Denjin Hadoken. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable.
6HK
Whirlwind Kick
6HK
6HK
Whirlwind Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
4
20
Sp*
800
LH
+2
-4
Low Crush 13-19f
Cancellable on hit/block into OD Air Tatsu only
Cancel reaction window: 19f
Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on OD Air Tatsu. Generally safe on block with pushback.
4HK
Axe Kick
4HK
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
1st hit forces stand, puts airborne opponents into limited juggle state
2nd hit knocks down vs. airborne opponents
Counterhit/Punish Counter bonus advantage applies to both hits
Cancel reaction window: 37f (17f 2nd hit only)
Ryu's Axe Kick is cancellable on both hits, so it's easy to confirm an appropriate followup 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.
Target Combos
5HP>HK
High Double Strike
5HP~HK
No results
HK whiffs on crouch blocking opponents (-18)
Ryu generally gets better combo enders from 5HP, but the HK is much easier to hitconfirm on reaction. 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.
5MP>LK>HK
Fuwa Triple Strike
5MP~LK~HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
No results
Cancel reaction window: 35f (TC)
No results
6f gap before final hit on block
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 followups can whiff.
Universal Mechanics
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
LPLK
Shoulder Throw
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +17
-
Has access to corner throw loops without walking or dashing; throw must be manually timed
Increases damage, and may change frame advantage, knockdown advantage, or number of hits
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 weary 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 Hadoken, OD Tatsu, or HK High Blade Kick, and it's almost always safe after midscreen MK High Blade Kick too.
Hadoken (236P)
Hadoken
236P
236LP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
-
31
SA3
700
LH
+2
-5
1-hit projectile, slow speed
Cancel reaction window: 4f (Super)
236MP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
-
33
SA3
700
LH
0
-7
1-hit projectile, medium speed
Cancel reaction window: 4f (Super)
236HP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
35
SA3
700
LH
-2
-9
1-hit projectile, fast speed
Cancel reaction window: 4f (Super)
236PP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
28
SA2 SA3
500x2
LH
KD +54
-1
2-hit projectile, fast speed; has juggle potential
Puts opponent into limited juggle state on hit
Cancel reaction window: 12f (Super)
Ryu's iconic fireball used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is 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. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction.
Hadoken (Denjin 236P)
Denjin Charge Hadoken
236P
236HP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
28
SA3
500x2
LH
KD +54
-1
2-hit projectile; puts opponent into limited juggle state
Cancel reaction window: 12f
236PP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
26
SA2 SA3
400x3 (1200)
LH
KD +57
+2
3-hit projectile; puts opponent into limited juggle state and has juggle potential
Cancel reaction window: 13f
With a Denjin charge stocked, Ryu can no longer change the speed of his fireballs. However, they all gain an extra hit and become very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an OD or Super projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into Lv.1 Super on reaction!
Does reduced damage on later anti-air active frames
Cancel reaction window: 22f
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: 1-9f; Airborne 8-52f (Forced Knockdown state)
Ryu's primary invincible reversal option
As always, Shoryuken is a great anti-air special and the OD version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancellable into Lv.3 Super. All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations.
When beginning a combo with LP/MP/HP Shoryuken cancelled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead.
Tatsumaki Senpu-kyaku (214K)
Tatsumaki Senpu-kyaku
214K
214LK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
14+18 land
-
900
LH
KD +35
-15
Airborne 5-28f (Forced Knockdown state)
214MK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2(13)2
11+20 land
-
1000
LH
KD +23(+38)
-13(-28)
Lower Body Projectile Invuln: 10-41f; Airborne 8-41f (Forced Knockdown state)
2nd hit whiffs on crouching (stand blocking 1st hit forces block on 2nd hit)
214HK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
2(13)2(13)2
14+17 land
-
1200
LH
KD +20(+35)(+50)
-13(-28)(-43)
Lower Body Projectile Invuln: 10-61f; Airborne 10-61f (Forced Knockdown state)
2nd and 3rd hits whiff on crouching (stand blocking any hit forces block on the following hit)
214KK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(4)2(4)2(3)2(4)2
10+13 land
-
200x5
LH
KD +57
-14(-32)
Airborne 5-47f (Forced Knockdown state)
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 corner carry while still allowing oki afterward. The MK and HK versions can be used predictively against most projectiles due to the lower body invincibility. They also get better frame advantage when the later hits connect as opposed to the first hit. OD Tatsu is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect.
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 (although they can after a Punish Counter).
Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
j.214K
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)
Forced Knockdown state
Can hit Crossup
Puts opponent into limited juggle state (2HK and Lv.1 Super are most consistent followups)
The last 11f of recovery puts Ryu in a crouching state
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
Puts opponent into limited juggle state
The last 11f of recovery puts Ryu in a crouching state
The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least +3 on block, although most players will instinctively stand block when they see a jump. Cancels from air-to-air j.MP if Ryu jumps forward, which is especially useful for OD Air Tatsu since it can lead to a strong juggles near the corner.
High Blade Kick (236K)
High Blade Kick
Donkey Kick
236K
236LK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
6
22
SA3
1100
LH
KD +42~46
-11(-7)
Puts opponent into limited juggle state
Cancel reaction window: 25f
236MK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
9
19(22)
SA3
1200
LH
KD +40~46
-8(-2)
Puts opponent into limited juggle state
Cancel reaction window: 25f
236HK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
27
9
15
SA3
1300
LH
KD +45~51
-3(+5)
Puts opponent into limited juggle state; can juggle LP Shoryuken in corner
Punish Counter puts opponent into OTG tumble state
Cancel reaction window: 30f
236KK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
5
33
SA2 SA3
800
LH
Wall Bounce +49(65)
-18
Wall Bounces opponent on hit for a limited juggle state
Gives enough time to charge Lv.2 Super when cancelled (depending on screen position)
Cancel reaction window: 27f
High Blade Kick (more commonly known as "Donkey Kick") returns, and is used primarily as a juggle ender due to its high juggle potential and consistent juggle into Lv.3 Super. The HK version is exceptionally slow, but is easy to space safely against most characters. The MK version can also be spaced relatively safely, and can often set up a safe Denjin Charge when used midscreen. OD High Blade Kick is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged Lv.2 Super if cancelled (although the release must be manually timed). The OD version can be comboed into from medium attacks or from a Punish Counter 5LK. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no followup juggle. In these situations, OD Tatsu is preferred.
Hashogeki (214P)
Hashogeki
214P
214LP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
18
SA3
700
LH
+2
-3
Counterhit/Punish Counter puts opponent into Spinning juggle state
Cancel reaction window: 24f
214MP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
6
17
SA3
800
LH
+2
-6
Counterhit/Punish Counter puts opponent into Spinning juggle state
Cancel reaction window: 23f
214HP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
30
6
19
SA3
400x2
LH
KD +61 Spin
+2
2 hits; puts opponent into Spinning juggle state (no CH/PC required)
Cancel reaction window: 39f
214PP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
20
SA2 SA3
1100
LH
+3
+3
Cancel reaction window: 22f
All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. This strike hitbox means that Lv.1 Supers can generally be used to interrupt blockstrings, giving the move a bit more risk. Hashogeki has juggle potential on all versions. The versions that leave the opponent standing on hit have too much pushback for Ryu to push a throw/strike mixup afterward.
There are some blockstrings that can create frame traps on block; anything up to a 4f gap is useful due to the Counterhit spinning juggle, which allows Ryu to juggle even after a trade. These assume fastest cancel timing, though different gaps can be created by doing a delayed Hashogeki cancel:
1f gap: 2HP xx 214MP
2f gap: 2MP xx 214PP
3f gap: 5LK/5LP xx 214LP, 2MP xx 214MP, 4HP xx 214PP
4f gap: 5LP xx 214LP, 4HP xx 214MP
Hashogeki (Denjin 214P)
Denjin Charge Hashogeki
214P
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
Puts opponent into Spinning juggle state on hit (can juggle even midscreen)
Cancel reaction window: 38f
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
Crumples opponent on hit (+14 before opponent becomes airborne)
Cancel reaction window: 22f
The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is not affected by the button strength used. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The OD version surprisingly does not gain an additional hit and actually does fairly low damage, but is still very rewarding to land.
There are some blockstrings that can create frame traps on block:
1f gap: 5HP xx Denjin 214P
2f gap: 2MP xx Denjin 214PP, 4HK(2nd) xx Denjin 214P
3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP
Super Arts
Level 1 Super (236236P)
Shinku Hadoken
Level 1 Super Art
236236P
Denjin Charge
236236P
Shinku Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
-
79
-
400x5 (2000)
LH
KD +26
-24
236236P
Denjin Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
-
82
-
200x7,1000 (2400)
LH
KD +27
-24
Strike/Throw Invuln: 1-8f; Armor Break
Depletes 1/2 Drive bar from opponent on hit
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 Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. 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
Denjin Charge
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
Depletes 1 Drive bar from opponent on hit
A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). 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 deals 400 extra damage on hit (but again, no extra Chip).
Shin Hashogeki (Lv.2)
Level 2 Super Art
214214P (hold)
Denjin Charge
214214P (hold)
Shin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18~
6
39
-
2900
LH
KD +20
-20
214214P (hold)
Denjin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18~
6
39
-
3300
LH
KD +78 Tumble
-20
Full Invuln: 1-10f; Armor Break
Depletes 1 Drive bar from opponent on hit
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. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). 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 deals 400 extra damage on hit (but again, no extra Chip).
Shin Hashogeki (Lv.3)
Level 2 Super Art
214214P (hold)
Denjin Charge
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
Depletes 1 Drive bar from opponent on hit
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. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). 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 deals 400 extra damage on hit (but again, no extra Chip).
Level 3 Super (236236K)
Shin Shoryuken
Level 3 Super Art
236236K
The CA version grants 500 extra damage
236236K
Shin Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4000 (3600)
LH
HKD +14
-50(-54)
Full Invuln: 1-16f; Airborne 7-48f (Forced Knockdown state); Armor Break
Depletes 1.5 Drive bars from opponent on hit
236236K
Shin Shoryuken (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4500 (4400)
LH
HKD +14
-50(-54)
Full Invuln: 1-16f; Airborne 7-48f (Forced Knockdown state); Armor Break
Depletes 2 Drive bars from opponent on hit
A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 40% damage scaling penalty is applied, significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions.