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(Replaced content with "== Modern Control Combos == {| class="wikitable" style="margin:auto" |+ Meterless Combos |- ! Combo !! Position !! Damage !! Difficulty !! Notes |- | {{clr|10|A[}}{{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || Anywhere || 1200 || {{clr|4|Assisted}} || Your only option for Donkey Kick off a light. Great for checking Drive Rush.<br>Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe. |- | {{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|5L}} > {{c...")
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{{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=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 [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
== Modern Control Combos ==
{{Character Top SF6 | chara={{SUBPAGENAME}} }}
{| class="wikitable" style="margin:auto"
 
|+ Meterless Combos
<center>{{FrameDataKey-SF6}}</center>
|-
== Normals ==
! Combo !! Position !! Damage !! Difficulty !! Notes
=== Standing Normals ===
|-
=====<font style="visibility:hidden; float:right">5LP</font>=====
| {{clr|10|A[}}{{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || Anywhere || 1200 || {{clr|4|Assisted}} || Your only option for Donkey Kick off a light. Great for checking Drive Rush.<br>Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe.
{{MoveDataCargo
|-
| title    = Standing Light Punch
| {{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|5L}} > {{clr|9|623H}}<br>{{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|5L}} > {{clr|4|6S}} || Anywhere || 1690<br>1494 || {{clr|10|V. Easy}} || Another basic 5f light confirm.<br>Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
| subtitle =
|-
| input    = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L
| {{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|2L}} > {{clr|4|4S}} || Anywhere || 1214 || {{clr|10|V. Easy}} || Hooray! You get medium tatsu from your crouching light punch!
| images  =
|-
{{MoveDataCargoImage|imageHeight=180px|ryu_5lp|caption=}}
| {{clr|8|2M}} > {{clr|4|4S}}/{{clr|4|2S}} || Anywhere || 1076/1204 || {{clr|10|V. Easy}} || Though {{clr|8|2M}} combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two.<br>Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
| hitboxes =
|-
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5lp|caption=}}
| {{clr|8|5M}}, {{clr|8|2M}} > {{clr|4|4S}}/{{clr|4|2S}}/{{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|8|2M}} > {{clr|4|4S}}/{{clr|4|2S}}/{{clr|4|6S}} || Anywhere || 1776/1904/2320<br>1776/1904/2096 || {{clr|10|V. Easy}} || A consistent combo that can be optimized for damage, corner carry, or a ''mostly'' safe Denjin charge.
| info    =
|-
{{AttackDataCargo-SF6/Query|ryu_5lp}}
| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}/{{clr|9|623H}}<br>{{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}/{{clr|4|6S}} || Anywhere || 1784/2260<br>1784/2064 || {{clr|10|V. Easy}} || Heavy Shoryuken is your highest damage meterless {{clr|10|A[}}{{clr|9|H}}{{clr|10|]}} combo. You can buffer the {{clr|9|623H}} motion during the second hit of the Assist chain.<br>Tatsu gives you corner carry and oki.
* Chains into 5LP/2LP/2LK
|-
* '''Cancel Hitconfirm Window:''' 13f
| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || Anywhere || 2090 || {{clr|10|V. Easy}} || Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!).<br>Light Donkey Kick gives you space to pop Denjin.
<br>
|-
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.
| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|4|4S}} || Anywhere || 1922 || {{clr|10|V. Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
}}
 
=====<font style="visibility:hidden; float:right">5MP</font>=====
{{MoveDataCargo
| title    = Standing Medium Punch
| subtitle =
| input    = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5mp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5mp}}
* '''Cancel Hitconfirm Window:''' 16f (18f TC)
<br>
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).
}}
 
=====<font style="visibility:hidden; float:right">5HP</font>=====
{{MoveDataCargo
| title    = Standing Heavy Punch
| subtitle =
| input    = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5hp}}
* Forces stand on hit
* '''Cancel Hitconfirm Window:''' 19f (22f TC)
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">5LK</font>=====
{{MoveDataCargo
| title    = Standing Light Kick
| subtitle =
| input    = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} a.L
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5lk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5lk}}
* '''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
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">5MK</font>=====
{{MoveDataCargo
| title    = Standing Medium Kick
| subtitle =
| input    = {{Classic_sf6}} 5MK
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5Mk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5mk}}
<br>
Standard mid-range poke.
}}
 
=====<font style="visibility:hidden; float:right">5HK</font>=====
{{MoveDataCargo
| title    = Standing Heavy Kick
| subtitle =
| input    = {{Classic_sf6}} 5HK
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5Hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5hk}}
* Whiffs on crouching opponents
* Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* Punish Counter: Crumple KD +94 (+11 before becoming airborne)
<br>
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.
}}
<br>
 
=== Crouching Normals ===
=====<font style="visibility:hidden; float:right">2LP</font>=====
{{MoveDataCargo
| title    = Crouching Light Punch
| subtitle =
| input    = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L*
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_2lp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2lp}}
* Chains into 5LP/2LP/2LK
* '''Cancel Hitconfirm Window:''' 11f
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">2MP</font>=====
{{MoveDataCargo
| title    = Crouching Medium Punch
| subtitle =
| input    = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} a.M
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_2mp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_2mp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2mp}}
* '''Cancel Hitconfirm Window:''' 16f
<br>
Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block.
}}
 
=====<font style="visibility:hidden; float:right">2HP</font>=====
{{MoveDataCargo
| title    = Crouching Heavy Punch
| subtitle =
| input    = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_2hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_2hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2hp}}
* Forces stand on hit
* Only the 1st active frame is cancelable
* '''Cancel Hitconfirm Window:''' 18f
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">2LK</font>=====
{{MoveDataCargo
| title    = Crouching Light Kick
| subtitle =
| input    = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L*
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_2lk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_2lk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2lk}}
* Chains into 5LP/2LP/2LK
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">2MK</font>=====
{{MoveDataCargo
| title    = Crouching Medium Kick
| subtitle =
| input    = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M
| images  =
{{MoveDataCargoImage|imageHeight=110px|ryu_2mk|caption=Distilled Footsies}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_2mk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2mk}}
* '''Cancel Hitconfirm Window:''' 13f
* Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">2HK</font>=====
{{MoveDataCargo
| title    = Crouching Heavy Kick
| subtitle =
| input    = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H
| images  =
{{MoveDataCargoImage|imageHeight=110px|ryu_2hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_2hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_2hk}}
* 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)
<br>
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. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff.
 
Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer range).
}}
<br>
 
===Jumping Normals===
=====<font style="visibility:hidden; float:right">j.LP</font>=====
{{MoveDataCargo
| title    = Jumping Light Punch
| subtitle =
| input    = {{Classic_sf6}} j.LP
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_jlp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_jlp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jlp}}
* Can hit as fuzzy Instant Overhead
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">j.MP</font>=====
{{MoveDataCargo
| title    = Jumping Medium Punch
| subtitle =
| input    = {{Classic_sf6}} j.MP
| images  =
{{MoveDataCargoImage|imageHeight=200px|ryu_jmp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_jmp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jmp}}
* Both hits are cancelable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">j.HP</font>=====
{{MoveDataCargo
| title    = Jumping Heavy Punch
| subtitle =
| input    = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.H
| images  =
{{MoveDataCargoImage|imageHeight=120px|ryu_jhp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_jhp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jhp}}
* Spike knockdown on Counterhit/Punish Counter vs. airborne opponents
<br>
Jumpin with a good downward reaching hitbox.
}}
 
=====<font style="visibility:hidden; float:right">j.LK</font>=====
{{MoveDataCargo
| title    = Jumping Light Kick
| subtitle =
| input    = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_jlk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_jlk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jlk}}
* Can hit crossup
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">j.MK</font>=====
{{MoveDataCargo
| title    = Jumping Medium Kick
| subtitle =
| input    = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M
| images  =
{{MoveDataCargoImage|imageHeight=120px|ryu_jmk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_jmk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jmk}}
* Can hit crossup
<br>
The better of Ryu's crossup buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo followups.
}}
 
=====<font style="visibility:hidden; float:right">j.HK</font>=====
{{MoveDataCargo
| title    = Jumping Heavy Kick
| subtitle =
| input    = {{Classic_sf6}} j.HK
| images  =
{{MoveDataCargoImage|imageHeight=130px|ryu_jhk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_jhk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_jhk}}
Great hitbox makes it a threat at mid-long ranges.
}}
<br>
 
== Command Normals ==
=====<font style="visibility:hidden; float:right">6MP</font>=====
{{MoveDataCargo
| title    = Collarbone Breaker
| subtitle =
| input    = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M
| images  =
{{MoveDataCargoImage|imageHeight=160px|ryu_6mp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6mp|1|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6mp|2|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6mp}}
* 2-hit overhead; Counterhit/Punish Counter bonus advantage applies to both hits
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">6HP</font>=====
{{MoveDataCargo
| title    = Solar Plexus Strike
| subtitle =
| input    = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} a.H
| images  =
{{MoveDataCargoImage|imageHeight=160px|ryu_6hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hp|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hp|2|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6hp}}
* 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.
}}
 
=====<font style="visibility:hidden; float:right">4HP</font>=====
{{MoveDataCargo
| title    = Short Uppercut
| subtitle =
| input    = {{Classic_sf6}} 4HP
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_4hp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_4hp}}
* Forces stand on hit
* Only 1st active frame is cancelable
* '''Cancel Hitconfirm Window:''' 17f
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">6HK</font>=====
{{MoveDataCargo
| title    = Whirlwind Kick
| subtitle =
| input    = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} 6H
| images  =
{{MoveDataCargoImage|imageHeight=160px|ryu_6hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6hk}}
* '''Low Crush''' 13-19f
* Cancelable on hit/block into OD Air Tatsu only
* '''Cancel Hitconfirm Window:''' 19f
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">4HK</font>=====
{{MoveDataCargo
| title    = Axe Kick
| subtitle =
| input    = {{Classic_sf6}} 4HK<br>{{Modern_sf6}} 4H
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_4hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4hk|1|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=95px|ryu_4hk|2|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_4hk}}
* 1st hit forces stand, puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* 2nd hit knocks down vs. airborne opponents
* Counterhit/Punish Counter bonus advantage applies to both hits
* '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only)
<br>
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.
}}
<br>
 
== Target Combos ==
=====<font style="visibility:hidden; float:right">5HP~HK</font>=====
{{MoveDataCargo
| title    = High Double Strike
| subtitle =
| input    = {{Classic_sf6}} 5HP~HK<br>{{Modern_sf6}} 5H~H
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5hp_hk}}
* HK whiffs on crouch blocking opponents (-18)
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">5MP~LK~HK</font>=====
{{MoveDataCargo
| title    = Fuwa Triple Strike
| subtitle =
| input    = {{Classic_sf6}} 5MP~LK~HK<br>{{Modern_sf6}} 5M~M~M
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=160px|ryu_5mp_lk_hk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_5mp_lk_hk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_5mp_lk}}
* '''Cancel Hitconfirm Window:''' 35f (TC)
{{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}}
* 6f gap before final hit on block
<br>
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.
}}
<br>
 
== Throws ==
=====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>=====
{{MoveDataCargo
| title    = Forward Throw
| subtitle =
| input    = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_lplk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_lplk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_lplk}}
* Has access to corner throw loops without walking or dashing; throw must be manually timed
* Punish Counter: +18 HKD
}}
 
=====<font style="visibility:hidden; float:right">Back Throw (4LPLK)</font>=====
{{MoveDataCargo
| title    = Back Throw
| subtitle =
| input    = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_4lplk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4lplk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_4lplk}}
* Side switches
* Punish Counter: +11 HKD
}}
<br>
 
== Drive System ==
=====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>=====
{{MoveDataCargo
| title    = Drive Impact
| subtitle =
| input    = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI
| images  =
{{MoveDataCargoImage|imageHeight=150px|ryu_hphk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_hphk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_hphk}}
See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]
 
When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
* 5HP: 6[2]
* 4HK (2nd): 7[3]
* 2HP: 8[4]
* 2MP: 10[6]
* 4HP: 11[7]
* 5MP, 2MK, 4HK (1st): 13[9]
* Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
}}
 
=====<font style="visibility:hidden; float:right">Drive Reversal (6HPHK)</font>=====
{{MoveDataCargo
| title    = Drive Reversal
| subtitle =
| input    = (in blockstun) {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_6hphk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hphk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_6hphk}}
See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
* '''Full Invuln:''' 1-22f; Armor Break
}}
 
=====<font style="visibility:hidden; float:right">Drive Parry (MPMK)</font>=====
{{MoveDataCargo
| title    = Drive Parry
| subtitle =
| input    = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_mpmk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_mpmk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_mpmk}}
See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]
* Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
* Perfect Parry vs. projectiles puts you into a fixed 11f recovery
}}
 
=====<font style="visibility:hidden; float:right">Drive Rush (66)</font>=====
{{MoveDataCargo
| title    = Drive Rush
| subtitle =
| input    = 66
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_66|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_66|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_66}}
See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to Parry Drive Rush.
* Distance:
** 0.525 (min, cancel into immediate Throw)
** 1.878 (min, earliest blocking/movement frame)
** 3.628 (max, final DR frame)
* See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
}}
<br>
 
== Special Moves ==
=====<font style="visibility:hidden; float:right">Denjin Charge (22P)</font>=====
{{MoveDataCargo
| title    = Denjin Charge
| subtitle =
| input    = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22X
| images  =
{{MoveDataCargoImage|imageHeight=200px|ryu_22p|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_22p|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_22p}}
* Charges up the next [[#Hadoken (Denjin 236P)|Hadoken]], [[#Hashogeki (Denjin 214P)|Hashogeki]], [[#Level 1 Super (236236P)|Shinku Hadoken]], or [[#Level 2 Super (214214P)|Shin Hashogeki]] into a more powerful Denjin version
* 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
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">Hadoken (236P)</font>=====
{{MoveDataCargo
| title    = Hadoken
| subtitle =
| input    = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H)
| images  =
{{MoveDataCargoImage|imageHeight=150px|ryu_236lp|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|ryu_236pp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236lp|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_236lp}}
* 1-hit projectile, slow speed
* '''Cancel Hitconfirm Window:''' 4f (Super)
{{AttackDataCargo-SF6/Query|ryu_236mp}}
* 1-hit projectile, medium speed
* '''Cancel Hitconfirm Window:''' 4f (Super)
{{AttackDataCargo-SF6/Query|ryu_236hp}}
* 1-hit projectile, fast speed
* '''Cancel Hitconfirm Window:''' 4f (Super)
{{AttackDataCargo-SF6/Query|ryu_236pp}}
* 2-hit projectile, fast speed; has juggle potential
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit
* '''Cancel Hitconfirm Window:''' 12f (Super)
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">Hadoken (Denjin 236P)</font>=====
{{MoveDataCargo
| title    = Denjin Charge Hadoken
| subtitle =
| input    = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S
| images  =
{{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}}
----
{{MoveDataCargoImage|imageHeight=160px|ryu_236pp(charged)|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236p(charged)|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp(charged)|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_236p(charged)}}
* 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* '''Cancel Hitconfirm Window:''' 12f
{{AttackDataCargo-SF6/Query|ryu_236pp(charged)}}
* 3-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] and has juggle potential
* '''Cancel Hitconfirm Window:''' 13f
<br>
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!
}}
 
=====<font style="visibility:hidden; float:right">Shoryuken (623P)</font>=====
{{MoveDataCargo
| title    = Shoryuken
| subtitle =
| input    = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H)
| images  =
{{MoveDataCargoImage|imageHeight=220px|ryu_623lp|caption=}}
----
{{MoveDataCargoImage|imageHeight=240px|ryu_623pp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=210px|ryu_623lp|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=230px|ryu_623pp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_623lp}}
* '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f (Forced Knockdown state)
* Reduced damage on later anti-air active frames
* '''Cancel Hitconfirm Window:''' 17f
{{AttackDataCargo-SF6/Query|ryu_623mp}}
* '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f (Forced Knockdown state)
* Reduced damage on later anti-air active frames
* '''Cancel Hitconfirm Window:''' 17f
{{AttackDataCargo-SF6/Query|ryu_623hp}}
* '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f (Forced Knockdown state)
* Reduced damage on later anti-air active frames
* '''Cancel Hitconfirm Window:''' 22f
{{AttackDataCargo-SF6/Query|ryu_623pp}}
* '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f (Forced Knockdown state)
* Ryu's primary invincible reversal option
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">Tatsumaki Senpu-kyaku (214K)</font>=====
{{MoveDataCargo
| title    = Tatsumaki Senpu-kyaku
| subtitle =
| input    = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M)
| images  =
{{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_214lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|2|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_214kk|3|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214lk}}
* '''Airborne''' 5-28f (Forced Knockdown state)
{{AttackDataCargo-SF6/Query|ryu_214mk}}
* '''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)
{{AttackDataCargo-SF6/Query|ryu_214hk}}
* '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f (Forced Knockdown state)
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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)
{{AttackDataCargo-SF6/Query|ryu_214kk}}
* '''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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; later hits have more juggle potential
<br>
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).
}}
 
=====<font style="visibility:hidden; float:right">Aerial Tatsumaki Senpu-kyaku (j.214K)</font>=====
{{MoveDataCargo
| title    = Aerial Tatsumaki Senpu-kyaku
| subtitle =
| input    = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.S
| images  =
{{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|2|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_214kk|3|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_j214k}}
* Forced Knockdown state
* Can hit Crossup
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (2HK and Lv.1 Super are most consistent followups)
* The last 11f of recovery puts Ryu in a crouching state
{{AttackDataCargo-SF6/Query|ryu_j214kk}}
* Forced Knockdown state
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* The last 11f of recovery puts Ryu in a crouching state
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">High Blade Kick (236K)</font>=====
{{MoveDataCargo
| title    = High Blade Kick
| subtitle = Donkey Kick
| input    = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 2S (M)
| images  =
{{MoveDataCargoImage|imageHeight=160px|ryu_236lk|caption=}}
----
{{MoveDataCargoImage|imageHeight=160px|ryu_236kk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236kk|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_236lk}}
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* '''Cancel Hitconfirm Window:''' 25f
{{AttackDataCargo-SF6/Query|ryu_236mk}}
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* '''Cancel Hitconfirm Window:''' 25f
{{AttackDataCargo-SF6/Query|ryu_236hk}}
* Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle LP Shoryuken in corner
* Punish Counter: puts opponent into OTG tumble state (KD +95)
* '''Cancel Hitconfirm Window:''' 30f
{{AttackDataCargo-SF6/Query|ryu_236kk}}
* Wall Bounces opponent on hit for a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]
* 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
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">Hashogeki (214P)</font>=====
{{MoveDataCargo
| title    = Hashogeki
| subtitle =
| input    = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_214lp|caption=}}
----
{{MoveDataCargoImage|imageHeight=190px|ryu_214pp|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214lp}}
* Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +57)
* '''Cancel Hitconfirm Window:''' 24f
{{AttackDataCargo-SF6/Query|ryu_214mp}}
* Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +58)
* '''Cancel Hitconfirm Window:''' 23f
{{AttackDataCargo-SF6/Query|ryu_214hp}}
* 2 hits; puts opponent into Spinning juggle state (no CH/PC required)
* '''Cancel Hitconfirm Window:''' 39f
{{AttackDataCargo-SF6/Query|ryu_214pp}}
* '''Cancel Hitconfirm Window:''' 22f
<br>
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
}}
 
=====<font style="visibility:hidden; float:right">Hashogeki (Denjin 214P)</font>=====
{{MoveDataCargo
| title    = Denjin Charge Hashogeki
| subtitle =
| input    = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X
| images  =
{{MoveDataCargoImage|imageHeight=200px|ryu_214p(charged)|caption=}}
----
{{MoveDataCargoImage|imageHeight=200px|ryu_214pp(charged)|caption=Get scattered lol}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp(charged)|caption=}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214p(charged)}}
* Puts opponent into Spinning juggle state on hit (can juggle even midscreen)
* '''Cancel Hitconfirm Window:''' 38f
{{AttackDataCargo-SF6/Query|ryu_214pp(charged)}}
* Crumples opponent on hit (+14 before opponent becomes airborne)
* '''Cancel Hitconfirm Window:''' 22f
<br>
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
}}
<br>
 
== Super Arts ==
=====<font style="visibility:hidden; float:right">Level 1 Super (236236P)</font>=====
{{MoveDataCargo
| title    = Shinku Hadoken
| subtitle = Level 1 Super Art
| input    = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS
| images  =
{{MoveDataCargoImage|imageHeight=150px|ryu_236236p|caption=}}
----
{{MoveDataCargoImage|imageHeight=150px|ryu_236236p_denjin|caption=Denjin Charge}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_236236p|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=150px|ryu_236236p_denjin|caption=Denjin Charge}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_236236p}}
{{AttackDataCargo-SF6/Query|ryu_236236p_denjin}}
* '''Strike/Throw Invuln:''' 1-8f; Armor Break
* Depletes 1/2 Drive bar from opponent on hit
* 30% minimum damage scaling
<br>
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.
}}
 
=====<font style="visibility:hidden; float:right">Level 2 Super (214214P)</font>=====
<tabber> Charge Lv.1 =
{{MoveDataCargo
| title    = Shin Hashogeki (Lv.1)
| subtitle = Level 2 Super Art
| input    = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_214214p|caption=}}
----
{{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214214p}}
{{AttackDataCargo-SF6/Query|ryu_214214p_denjin}}
* '''Full Invuln:''' 1-13f; Armor Break
* Depletes 1 Drive bar from opponent on hit
* 40% minimum damage scaling
<br>
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).
}}
|-|
Charge Lv.2 =
{{MoveDataCargo
| title    = Shin Hashogeki (Lv.2)
| subtitle = Level 2 Super Art
| input    = {{Classic_sf6}} (hold) 214214P<br>{{Modern_sf6}} (hold)214214M or 4HS
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv2|caption=}}
----
{{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv2|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214214p_lv2}}
{{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv2}}
* '''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
<br>
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.
}}
|-|
Charge Lv.3 =
{{MoveDataCargo
| title    = Shin Hashogeki (Lv.3)
| subtitle = Level 2 Super Art
| input    = {{Classic_sf6}} (hold) 214214P<br>{{Modern_sf6}} (hold) 214214M or 4HS
| images  =
{{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv3|caption=}}
----
{{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv3|caption=}}
----
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_214214p_lv3}}
{{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv3}}
* '''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
<br>
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.
}}
</tabber>
 
=====<font style="visibility:hidden; float:right">Level 3 Super (236236K)</font>=====
{{MoveDataCargo
| title    = Shin Shoryuken
| subtitle = Level 3 Super Art
| input    = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS
| images  =
{{MoveDataCargoImage|imageHeight=140px|ryu_236236k|caption=}}
----
{{MoveDataCargoImage|imageHeight=140px|ryu_236236k(ca)|caption=An '''ELECTRIC''' finish (The CA version grants 500 extra damage)}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236236k|caption=The CA version grants 500 extra damage.)}}
| info    =
{{AttackDataCargo-SF6/Query|ryu_236236k}}
* '''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
{{AttackDataCargo-SF6/Query|ryu_236236k(ca)}}
* '''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
<br>
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.
}}
<br>
 
== Taunts ==
=====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>=====
{{MoveDataCargo
| title    = Neutral Taunt
| subtitle =
| input    = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS
| images  =
{{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}}
| info    =
{{AttackDataCargo-SF6/Query|Ryu_5pppkkk}}
}}
=====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>=====
{{MoveDataCargo
| title    = Forward Taunt
| subtitle =
| input    = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS
| images  =
{{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}}
| info    =
{{AttackDataCargo-SF6/Query|Ryu_6pppkkk}}
}}
=====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>=====
{{MoveDataCargo
| title    = Back Taunt
| subtitle =
| input    = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS
| images  =
{{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}}
| info    =
{{AttackDataCargo-SF6/Query|Ryu_4pppkkk}}
}}
=====<font style="visibility:hidden; float:right">Down Taunt (2PPPKKK)</font>=====
{{MoveDataCargo
| title    = Down Taunt
| subtitle =
| input    = {{Classic_sf6}} 2PPPKKK<br>{{Modern_sf6}} 2LMHS
| images  =
{{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}}
| info    =
{{AttackDataCargo-SF6/Query|Ryu_2pppkkk}}
}}
<br>
 
{{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }}
{{Navbox-SF6}}
[[Category:Street Fighter 6]]
[[Category:Ryu]]

Revision as of 00:33, 9 December 2023

Modern Control Combos

Meterless Combos
Combo Position Damage Difficulty Notes
A[L ~ L] Anywhere 1200 Assisted Your only option for Donkey Kick off a light. Great for checking Drive Rush.
Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe.
2L ~ 2L ~ 5L > 623H
2L ~ 2L ~ 5L > 6S
Anywhere 1690
1494
V. Easy Another basic 5f light confirm.
Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
2L ~ 2L ~ 2L > 4S Anywhere 1214 V. Easy Hooray! You get medium tatsu from your crouching light punch!
2M > 4S/2S Anywhere 1076/1204 V. Easy Though 2M combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two.
Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
5M, 2M > 4S/2S/623H
5M, 2M > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
V. Easy A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge.
A[H ~ H] > 4S/623H
A[H ~ H] > 4S/6S
Anywhere 1784/2260
1784/2064
V. Easy Heavy Shoryuken is your highest damage meterless A[H] combo. You can buffer the 623H motion during the second hit of the Assist chain.
Tatsu gives you corner carry and oki.
A[H ~ H, L ~ L] Anywhere 2090 V. Easy Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!).
Light Donkey Kick gives you space to pop Denjin.
A[H ~ H, L] > 4S Anywhere 1922 V. Easy This Medium Tatsu ender does more damage compared to A[H ~ H] > 4S.
However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.