* On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing)
* On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing)
<br>
<br>
A sweep with above average range but high punishability on block. It compliments Ryu's mid-range playstyle well, and the range can still spare you from punishes if properly spaced.
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 challening.
Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer range).
}}
}}
Revision as of 08:38, 18 September 2023
Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource.
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
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
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
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)
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
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)
A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you stagger the opponent on block while confirming into big damage on hit. Has the same startup but even more range than Ken's 5HP, making it superior in a vacuum; but since Ryu's offense isn't exactly on the same level, it may not compliment his gameplan quite as much. Forces stand on hit, letting you go into 5HK either with the 5HP~5HK target combo or with a link later on in the combo.
5LK
Standing Light Kick
5LK
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
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.
Punish Counter: Crumple KD +94 (+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
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
Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than 5LP when chaining against Drive Impact armor.
2MP
Crouching Medium Punch
2MP
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
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
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
Forces stand on hit
Only the 1st active frame is cancelable
Cancel Hitconfirm 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
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
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
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
Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
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 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. Combos into most specials consistently, but requires Counterhit, Punish Counter, or Drive Rush to combo into a meterless Denjin Hashogeki.
2HK
Crouching Heavy Kick
2HK
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
Counterhit/Punish Counter: +47 HKD
Has some juggle potential; no longer HKD 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 challening.
Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer 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 hit as fuzzy Instant Overhead
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.
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 cancelable.
j.HP
Jumping Heavy Punch
j.HP
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 Counterhit/Punish Counter vs. airborne opponents
Jumpin with a good downward reaching hitbox.
j.LK
Jumping Light Kick
j.LK
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 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
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 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
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.
Command Normals
6MP
Collarbone Breaker
6MP
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-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
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; Counterhit/Punish Counter bonus advantage applies to both hits
Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
Good meaty off strong knockdowns
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.
4HP
Short Uppercut
4HP
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
Only 1st active frame is cancelable
Cancel Hitconfirm 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 canceled into a safe move like OD Hadoken/Hashogeki. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable.
6HK
Whirlwind Kick
6HK
Hitboxes Off
Hitboxes On
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
Cancelable on hit/block into OD Air Tatsu only
Cancel Hitconfirm 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.
Counterhit/Punish Counter bonus advantage applies to both hits
Cancel Hitconfirm Window: 37f (17f 2nd hit only)
Ryu's Axe Kick is cancelable 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
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)
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
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
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.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK
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
-
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 Charge 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
Hitboxes Off
Hitboxes On
236LP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
-
31
SA3
600
LH
+1
-5
1-hit projectile, slow speed
Cancel Hitconfirm Window: 4f (Super)
236MP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
-
33
SA3
600
LH
-1
-7
1-hit projectile, medium speed
Cancel Hitconfirm Window: 4f (Super)
236HP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
35
SA3
600
LH
-3
-9
1-hit projectile, fast speed
Cancel Hitconfirm Window: 4f (Super)
236PP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
28
SA2 SA3
400x2
LH
KD +54
-1
2-hit projectile, fast speed; has juggle potential
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. OD Hadoken can also juggle in the corner with a PDR Normal.
3-hit projectile; puts opponent into limited juggle state and has juggle potential
Cancel Hitconfirm 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!
Full Invuln: 1-8f; 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 cancelable 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 canceled 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
Hitboxes Off
Hitboxes On
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)
Puts opponent into limited juggle state; can juggle afterward if 3rd hit connects
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)
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
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)
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
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.
Gives enough time to charge Lv.2 Super when canceled (depending on screen position)
Counts as 2 hits for scaling when canceled into (10% scaling penalty on next hit)
Cancel Hitconfirm 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 canceled (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
Hitboxes Off
Hitboxes On
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 (KD +57)
Cancel Hitconfirm 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 (KD +58)
Cancel Hitconfirm 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 Hitconfirm Window: 39f
214PP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
20
SA2 SA3
1100
LH
+3
+3
Cancel Hitconfirm 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. Because it has a strike hitbox, it cannot be used to stuff Lv.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.
Hashogeki has juggle potential on all versions; the LP and MP versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with 236KK or 214KK, then following up with a juggled Drive Rush normal into 214P. On a grounded hit, the opponent is left standing after the LP/MP/OD versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button.
The short range and low pushback of 214LP means that it will almost always be punishable on block with a light normal; 214MP is technically more unsafe but the spacing often makes it more difficult to punish. 214HP gives Ryu frame advantage, but canceling into it leaves Ryu 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 unsafe LP or MP versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counterhit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent.
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 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
Get scattered lol
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
Puts opponent into Spinning juggle state on hit (can juggle even midscreen)
Cancel Hitconfirm 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 Hitconfirm 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
Denjin Charge
Hitboxes Off
Hitboxes On
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
-
79
-
400x4,800 (2400)
LH
KD +27
-24
Strike/Throw Invuln: 1-8f; Armor Break
Depletes 1/2 Drive bar from opponent on hit
30% minimum damage scaling
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
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
Depletes 1 Drive bar from opponent on hit
40% minimum damage scaling
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
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
Depletes 1 Drive bar from opponent on hit
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. 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). Some things that combo into level 2 charge are 4HP and OD NON-DENJIN Hashogeki.
Shin Hashogeki (Lv.3)
Level 2 Super Art
214214P (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
Depletes 1 Drive bar from opponent on hit
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. 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). Some things that can combo into level 3 charge are OD Donkey Kick and OD DENJIN Hashogeki.
Level 3 Super (236236K)
Shin Shoryuken
Level 3 Super Art
236236K
An ELECTRIC finish (The CA version grants 500 extra damage)
The CA version 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
Depletes 1.5 Drive bars from opponent on hit
Cinematic time regenerates ~2.2 Drive bars for Ryu
50% minimum damage scaling
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
Depletes 2 Drive bars from opponent on hit
Cinematic time regenerates ~2.3 Drive bars for Ryu
50% minimum damage scaling; available at 25% HP or below
A satisfyingly powerful and invincible uppercut Super that works well in juggles. If canceled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), 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.