< Street Fighter 6 | Ryu
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| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen | | notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling | ||
}} | }} | ||
{{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | {{FrameData-SF6 | chara = Ryu | moveId = Ryu_236236p_denjin | moveType = Super | ||
| input = 236236P | | input = 236236P | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen | | notes = Armor Break; 5-hit projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; 30% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; can be held to increase damage/KD Advantage; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level | | notes = Armor Break; loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with up to 3-hit projectiles; Burnout chip damage does not changed based on charge level; 40% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 7-48f airborne (Forced Knockdown state); non-cinematic high-connect version does reduced damage (400x4,1000) | | notes = Armor Break; 7-48f airborne (Forced Knockdown state); non-cinematic high-connect version does reduced damage (400x4,1000); 50% minimum damage scaling | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Armor Break; 7-48f airborne (Forced Knockdown state); non-cinematic high-connect version does slightly reduced damage (400x2,1200x3) | | notes = Armor Break; 7-48f airborne (Forced Knockdown state); non-cinematic high-connect version does slightly reduced damage (400x2,1200x3); 50% minimum damage scaling; available at 25% HP or below | ||
}} | }} | ||
== Taunts == | == Taunts == |
Revision as of 09:45, 31 July 2023
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
6HP
4HP
4HK
6HK
Target Combos
5MP~LK
5MP~LK~HK
5HP~HK
Throws
LPLK
4LPLK
Drive Moves
HPHK
Ryu
Ryu_hphk
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HPHK Shingeki
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000 | 10000 [15000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. |
6HPHK
Ryu
Ryu_6hphk
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6HPHK Chest Strike
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
Ryu
Ryu_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
Ryu
Ryu_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.525 (min/throw), 1.878 (min/block), 3.628 (max/final DR frame) |
Special Moves
Hadoken
236LP
236MP
Ryu
Ryu_236mp
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236MP Hadoken
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![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 33 | 31 | 27 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2500 | [3000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -23 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
1-hit projectile, medium speed |
236HP
Ryu
Ryu_236hp
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236HP Hadoken
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![]() File:SF6 Ryu 236p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 35 | 31 | 27 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2500 | [3000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -25 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -9 | ||||
Notes | |||||
1-hit projectile, fast speed |
236PP
236P(charged)
236PP(charged)
Shoryuken
623LP
623MP
623HP
623PP
Tatsumaki Senpukyaku
214LK
214MK
214HK
214KK
Air Tatsumaki Senpukyaku
j.214K
j.214KK
High Blade Kick
236LK
236MK
236HK
236KK
Hashogeki
214LP
214MP
214HP
214PP
214P(charged)
214PP(charged)
Denjin Charge
22P
Super Arts
236236P
214214P
236236K
236236K(CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK