A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total.
A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total.
A pair of combo routes made possible by successive balance patches: the ''05/22/2024'' patch gave Ryu's {{clr|9|4HK}} a "ground bounce" state on airborne opponents, and the {{clr|8|MK Tatsu}} ender here allows Ryu to remain point-blank with frame advantage via a forward dash regardless of whether the opponent back-rises; the ''12/02/2024'' patch enabled new juggles and cancels for {{clr|9|6HK}} and the route here sets up a safe jump when close to the corner.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide
Notation
Meaning
>
Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
NOTE: As of 11/16/2024, this page has been updated to remove redundant combos/data and some new combos have been added. Section on combos out of meaty attacks on knockdown has been removed and all data moved to the "Ryu/Strategy" page.
NOTE: As of 12/02/2024, damage values for combos featuring OD Hashogeki have been updated, corner combos with (236HK, 623LP) juggle have been updated to use 623MP instead, and new combo routes for 6HK have been added.
BASIC COMBOS
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2LK ~ 2LP ~ 5LP > 214LK/623HP
Anywhere
1190/1490
0
0
Very Easy
Your basic light confirm.
2LK ~ 2LP ~ 2LP > 214MK / 214LK
Anywhere
1250/1310
0
0
Very Easy
5LP does not combo into MK Tatsu or LK Donkey Kick naturally, but 2LP has slightly greater hitstun and allows this. MK Tatsu is useful if looking for corner carry and oki midscreen, but LK Donkey Kick does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup.
2LK ~ 2LP ~ 5LP > 214KK, 623HP
Corner
1950
0
Very Easy
An OD extension from the same basic Light confirm vs a cornered opponent. OD Tatsu also allows extensions with a linked Parry Drive Rush (see Drive Rush Combos below).
Counter Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
CH 2LP/5LP, 5LK > 236LK
Anywhere
1370
0
0
Easy
Counter-hit 2LP/5LP links into 5LK, which combos naturally into LK Donkey Kick. This is punishable on block (-11), so must be confirmed from the counter-hit link into 5LK.
CH 2LP/5LP, 2MP/5MP > 236MK/(236KK, 623HP)
Anywhere/Midscreen
1680/2170
0/
0
Easy
Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP reaches slightly farther and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled into from 2MP. The knockback from MK Donkey Kick allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's Super 3, but only just (use LK Donkey Kick vs Cammy to guarantee a safe Denjin Charge here).
CH 2LP/5LP, 2MP > Denjin 214P, 214MK/236MK/623HP
Anywhere/Corner
2000/2120/2240
0
0
Easy
A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium Punch. All of Ryu's specials can be combo'd after the launch without the aid of Parry Drive Rush (PDR), but (MK Tatsu, MK Donkey Kick and corner-only HP Shoryuken) represent the most useful and damaging options without PDR.
Punish Counter
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PC 5LP, 2MK > 236MK/623HP/(236KK, 623HP)
Anywhere/Midscreen
1600/1740/2090
0/
0
Medium
Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or slightly farther than close-range at variable frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical.
PC 5LK > 214MK/(236KK, 623HP)/(Denjin214PP, dash, 2HP > 623HP)
Anywhere
1160/1910/2400
0/
0
Medium/Hard
Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent farther than 2LP/5LP distance from Ryu at -5 or more frame disadvantage. Two examples of this are Jamie's LP/MP Swagger Step (which can be safe if spaced but are both -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2MK > 214MK/236MK/(236KK, 4HK > 623HP)
Anywhere
1300/1460/2170
0/
0
Very Easy/Easy
Though 2MK combos to almost all versions of your specials on normal hit, MK Donkey Kick and MK Tatsu are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. MK Donkey Kick is punishable but less so than any version of Tatsu and leaves you free to pop a Denjin charge. MK Tatsu has great corner carry. Note that any instance of MK Tatsu from here on out can be swapped with HK Tatsu for slightly more damage and a side swap, and OD Donkey Kick extensions can buff up the damage significantly.
2MK > 236LP/236MP/236HP
Anywhere
980
0
0
Very Easy
As of the 12/02/2024 balance update, 2MK had its cancel window moved forward by 2 frames, making Ryu's classic option of "Low Forward Fireball" significantly more powerful than it had been. In practice, this means that 2MK > 236HP is always a true blockstring even at max-range, and 2MK > 236LP is DI-safe as the opponent now cannot punish the LP Hadoken cancel with DI (2MK > 236MP appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing 2MK > 236P into a Drive Impact is still a hazard if Super Art 3 is not available to be canceled into, so don't get predictable.
5MP, 2MP > 214MK/236MK/623HP
Anywhere
2000/2160/2320
0
0
Very Easy
This is a consistent combo that works when you aren't right next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards.
5MP, 4HP > 236HK/623HP
Anywhere
2440/2520
0
0
Very Easy
You have to be point blank for the 4HP to link after the 5MP. This is best achieved after a cross-up j.MK, as the cross-up hit will pull the opponent towards Ryu as he lands. 4HP is your ONLY normal that naturally combos into HK Donkey Kick.
Counter Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
CH 5MP, 2MK > 214MK/236MK/(236KK, 623HP)
Anywhere
2020/2180/2770
0/
0
Easy
This combo may be familiar if you read the Normal Hit section above, as it simply demonstrates that 5MP, allows a link to 2MK, on counter-hit and all possible follow-ups thereon. This can be useful after a short Light blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced 5MP, to intercept their mash and be prepared to link into 2MK, for a combo upon confirming the counter-hit.
CH 5MP, 2HK, dash, meaty 5HP
Anywhere
1620
0
0
Easy
Definitely not the most damage that can be taken from a counter-hit 5MP, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in 2HK can grant some oki, with a +2 on block meaty 5HP in this instance. See Strategy for more meaty setups/okizeme.
Punish Counter
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PC 5MP, 5HP ~> HK, DENJIN CHARGE
Anywhere
2320
0
0
Easy
As of the 22/05/2024 balance patch, Ryu's High Double Strike target combo (5HP ~> HK) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty 5MP/2MP setup is available here.
Normal Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5HK, 2MK > 214MK/236MK/623HP
Anywhere
2200/2360/2520
0
0
Easy
A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to 5HK whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see Drive Impact and Stun Combos).
6HK > 214K/214KK
Anywhere
1700/2300
0/
0
Hard
This is a viable one-hit confirm, similar to 5HP, with the difference that 6HK goes over lows late into its startup. As of the 12/02/2024 balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as OD Aerial Tatsu, for a meterless cancel option plus decent dash-up oki midscreen.
6HP, 2MP > 214MK/623HP
Anywhere
2200/2520
0
0
Very Easy
Solar Plexus Strike (6HP) allows a link into 2MP. HP Shoryuken is your highest damage meterless combo ender from this link. MK Tatsu gives you corner carry and oki.
6HP, 2MP, 5LK > 214MK/236LK
Anywhere
2340/2410
0
0
Easy
As 6HP pushes Ryu forward, the link from 2MP into 5LK becomes much more reliable than it might otherwise be. LK Donkey Kick gives you space to pop Denjin and is a safe jump in the corner. The MK Tatsu ender does provide oki, but this oki is worsened midscreen as you can only forward dash and Jab if they Back-Rise.
6HP, 2MP > 236KK, 4HK > 623HP/236LK/236MK
Midscreen
3070/2905/2960
0/3
Medium
As of the 22/05/2024 balance patch, Ryu can now combo into LK and MK versions of Donkey Kick as well as the standard HP Shoryuken cancel out of 4HK. These new options do less damage but give enough space to stock a Denjin Charge safely vs most characters. Each of these enders is a viable cancel into Super Art 3.
Counter Hit
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
CH 6HP, 4HP > 236HK, (623MP)
Anywhere/Corner
2800/3640
0
0
Easy
If the opponent is counter-hit by Solar Plexus Strike (6HP), the frame advantage on-hit increases to +8, allowing either 2MK or 4HP to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into 4HP > 236HK allows a juggle with (623MP) for big damage.
Punish Counter
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PC 236HK, 6HK > (214K/214KK, 236236P/236236K)
Corner
3080/4660/5760
0
0/1/3
Medium
A demonstration of how the changes to Ryu's 6HK as of the 12/02/2024 balance update can be integrated into his combos. In this case, 6HK > 214K can juggle the opponent as they are in the rolling animation caused by the PC 236HK. If 214KK is used instead, then Super Art 1 and Super Art 3 can be linked as the opponent is falling.
PC 5HK, dash, 2HP > 623HP/(236KK, 623HP)
Anywhere/Midscreen
3000/3430
0/
0
Easy
An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC 5HK puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see Drive Rush Combos below, or HP Shoryuken > Super Art 3 cancel routes) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's bounce so as to make follow-up juggles more reliable.
PC 5HK, 4HP > 236HK, 623MP
Corner
3760
0
0
Medium
Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent at close-range.
PC 6HK, 5LK > 236LK / (214KK, 623HP)
Anywhere/Corner
2140/3040
0 /
0
Medium
As 6HK has low-crush properties after frame 13, it is very possible for it to land as a Punish Counter vs an opponent going for a low attack. In this case, 5LK links from quite far out and cancels reliably into LK Donkey Kick. In the corner this gives a safejump, but OD Tatsu linked into HP Shoryuken can be substituted in for a major damage boost.
PC 5HP/2HP/4HP > 214HP, 214LP, 623MP
Corner
3090
0
0
Medium
HP Hashogeki does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his Heavy Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: 4HP is the fastest at 7-frames startup and can be used to punish Lights on Perfect Parry but is also very short-range; 5HP is much farther reaching and can punish Mediums. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to 1545.
SUPER ART COMBO ROUTES
Ryu's Super Art 1, Shinkuu/Denjin Hadoken can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner. NOTE: with Denjin Charge, Shinkuu Hadoken becomes Denjin Hadoken and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shinkuu Hadoken .
SA1 Combo Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
236PP, 236236P
Corner
2400
1
Medium
A corner-only juggle from OD Hadoken. Two ideal starters to fish for this combo with are 5LK and 5HP, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the OD Hadoken knockback for the Super Art 1 to reliably connect afterwards
214KK, 236236P
Corner
3000
1
Easy
Another corner-only juggle into Super Art 1, this time from OD Tatsu. This is relatively easy to combo into, as OD Tatsu is comboable from Ryu's Light normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.
( 214HP OR Denjin 214P OR Counter-Hit 214LP/214MP ), 236236P
Anywhere
Variable
Variable
Variable
Variable
Ryu has numerous juggle routes following a Hashogeki launch, and Super Art 1 can fit very neatly at the end of them, occasionally as the only move he has that will reach. Many of these involve different numbers of Parry Drive Rushes and are too numerous to list here. See Advanced/Niche Combos below for more info on Hashogeki juggle routes.
PC 236HK > 236236P
Anywhere
3560
0
1
Easy
Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge.
Ryu's Super Art 2, Shin/Denjin Hashogeki can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to OD Donkey Kick and OD Hashogeki. Shin/Denjin Hashogeki has three levels of charge that can be activated by holding down the attack button. NOTE: with Denjin Charge, Shin Hashogeki becomes Denjin Hashogeki and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shin Hashogeki .
SA2 Combo Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Any Medium/Heavy Starter > DENJIN214PP > 214214P
Anywhere
3120-4000
2
Medium
Your basic grounded route into Super Art 2. Without Denjin Charge, the OD Hashogeki will not crumple on hit and the Shin Hashogeki must be released immediately after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. The two starters used to measure damage were 2MK and 5HP. Min and Max damage are inclusive of routes with/without Denjin Charge and Level 2/Level 3 charges of 214214P.
Starter > 236KK > 214214P
Midscreen
3090-3850
2
Medium
Another route into the level 3 charge that does a hair less damage overall.
A notable route in that Super Art 2 is used in the middle and not at the end. The crumple from Denjin Charged OD Hashogeki allows the Super to be charged up to level 3, after which they can be juggled with a Parry Drive Rush-enhanced 2HP. The Parry Drive Rush link can be omitted by just performing HP Shoryuken after the Super Art 2, making the combo easier at the cost of about 200 damage. The two starters used to measure damage were 2MK and 5HP.
Ryu's Super Art 3, Shin Shoryuken can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in HP Shoryuken or HK Donkey Kick, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's Super Art 3. NOTE: at low healthSuper Art 3becomesCritical Artand does significantly more damage. For simplicity's sake, all damage values are based on the regular Super Art 3.
SA3 Combo Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Any Medium/Heavy Starter > 236KK, HP Shoryuken > 236236K
Midscreen
4050 - 4950
3
Medium
A key point of Ryu's Super Art 3 cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly above Ryu. In this case, if Ryu performs the HP Shoryukentoo early after the OD Donkey Kick, then the Super will whiff beneath the juggled opponent. The HP Shoryuken must be performed as late as possible before the opponent hits the ground so that the Super Art 3 cancel is guaranteed to connect. The two starters used to measure damage were 2MK and 5HP.
A simple DRC route into Super Art 3, using HK Donkey Kick as the cancel point. HK Donkey Kick is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and Super Art 3 will whiff. Upon grounded connects such as this however, it can be relied upon to connect. The two starters used to test damage were 2MK and 5HP.
You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the HK Donkey Kick and MP Shoryuken and substitute a HP Shoryuken canceled into Super Art 3.
DRIVE RUSH COMBOS
Parry Drive Rush Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
PDR, 6MP, 5MP > 214MK/236MK/623HP
Anywhere
2000/2160/2320
0
Medium
This is a core part of your Drive Rush high-low strike mixup, 2MK being the other. On block, the Parry Drive Rush-enhanced 6MP is +3, so Ryu is in a strong position to mixup the opponent at point-blank.
PDR, 2MK, 5LK > 214MK/236LK
Anywhere
1440/1510
0
Medium
The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the Parry Drive Rush-enhanced 2MK is -2 on block, which is safe but still allows the opponent to take their turn.
Any Medium starter > 236KK, PDR, 5MP, 6HK > 214K, safe jump
Anywhere
2180/2632
x3
0
Medium
A demonstration of how PDR mid-combo can provide utility as well as expanded damage. In this case, a PDR following OD Donkey Kick enables a juggle route ending in a +42 knockdown and a safe jump. This concept can be applied as well to launch states resulting from Hashogeki (see Hashogeki Juggles below). The starters used to test damage values were 2MK and 2MP.
Starter > 214KK, PDR, 5MP/2MP > 214MP, 623HP
Corner
2650-3550
0
Medium
Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. 2MP will reach a bit farther in this context letting 214KK be used slightly farther out.
Drive Rush Cancel Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Any Light Starter > DRC, 5LP, 4HP > 236HK/623HP/(236HK, 623MP)
Anywhere/Corner
1639/1690/2143
x3
0
Medium
A standard DRC combo route that can be landed easily from Light confirms, links into Light normals or in punish situations. Does some healthy damage in the corner with the familiar HK Donkey Kick into MP Shoryuken juggle.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK/623HP
Anywhere
2179 - 3130
x3
0
Medium
The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from 4HP to HP Shoryuken can be finicky but becomes easier after some practice. In the corner, HK Donkey Kick can juggle into MP Shoryuken and OD Shoryuken, making it the superior choice in that screen position. Damage values teseted with 2MK and 5HP as starters.
PC (DI or 5HK), 5HP > DRC, 5HK > 5HP > DRC, 5HK > 5HP > 623HP > 236236K
Anywhere
5539/6235
x6
3
Easy
Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC 5HK or PC Drive Impact round ender, this route is the bread-and-butter meter dump combo for Ryu.
PC (DI or 5HK), 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP > 236236K
Corner
5676/6450
x6
3
Medium
A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the 236HK, 623MP can be replaced with 623 HP for 162/241 less damage (depending on the starter).
This is the optimal damage route following an OD Tatsu launch in the corner. Eminently usable as OD Tatsu can combo naturally from Ryu's cancelable Light normals. Damage values tested with 5LP and 5HP as starters
The HP Shoryuken ender represents the highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the 2MK > 623HP after 5HK can be made easier by using the 323 DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. As of the 22/05/2024 balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of 2MK; the follow-up juggle requires only a little Drive Gauge (in the form of a Parry Drive Rush) to give some huge returns. See Advanced/Niche Combos below for more post-Hashogeki juggles.
PC Drive Impact, 6HP, 2MP, 5LK > 236LK
Anywhere
2750
0
0
Easy
An alternative starting route for the combo above, also meterless, but this one ends in LK Donkey Kick, allowing a safe Denjin Charge at midscreen or a safe jump in the corner.
PC Drive Impact, dash, 2HP > 214MP, 623HP
Corner
3000
0
0
Easy
A corner-only meterless Drive Impact combo that utilises MP Hashogeki to juggle the opponent and extend the combo. The HP Shoryuken ender hits low enough that it can be combo into a Super Art 3 cancel.
PC Drive Impact, 6HP, 2MP > Denjin 214P, 214LP, 623LP
Corner
3290
0
0
Medium
The aforementioned Solar Plexus Strike (6HP) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The LP Shoryuken ender can also be canceled into Super Art 3 for a huge damage burst.
PC Drive Impact, neutral jump, 8HP, 6HK > 214KK, (623P/236236P/236236K)
Anywhere
3060/3340/3760/5060
0/1/3
Medium
A two-bar extension for when Denjin Charge is not available. In the corner, this can be extended meterlessly with 623P (strength doesn't matter, even for OD Shoryuken, as only the aerial frames will connect) or resources can be spent instead on a link to Super Art 1 or Super Art 3.
PC Drive Impact, 5HK, 2MK > Denjin214PP, 5HP > 623HP
Anywhere
3470
0
Easy
With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some punishing damage. It is difficult to stack extra damage on top of this without canceling the HP Shoryuken ender into Super Art 3.
This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an airborne and juggleable state. This delay is achieved by the use of a forward dash before the 2HP, followed by a corner juggle with LP Hashogeki into HP Shoryken. This can also be canceled into Super Art 3.
Wall Splat Combo Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Wall Splat, 5HP > 214MP, 623HP
Corner
2176
0
0
Easy
Most damage for nothing off a Wall Splat. Except for...
Wall Splat, 5HP > Denjin 214P, j.MP (2nd hit) > ( 214K/214KK, Super 1 or 3 )
Corner
2232/3288/4568
0/
1/3
Medium
Without spending Drive on the OD Aerial Tatsumaki, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, 5HP > HK Donkey Kick does 1680 damage and gives Ryu a safe jump as a consolation prize. Otherwise the full combo does present an opportunity to combo into Ryu's Super Art 1 or even Super Art 3 for a big damage boost
Landing the final 623MP requires frame perfect execution, the combo can be made significantly easier by replacing the 4HP with a 5MP/2MP and/or the 623MP with a 623LP at the expense of a little bit of damage. 3320 damage is with 1 bar used, the 3502 and 3554 damage values are from extending the combo further with one or two DRC respectively and replacing the 623MP with a 623HP. The final dp of all combo variants can be canceled into SA3 for more damage.
Stun Combo Routes
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
Denjin Charge (DC), j.HP, 4HP > 236HK, 623MP
Corner
2780
0
0
Medium
Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a 4HP > DRC, 5HP after the jump-in before linking back into the 4HP, but this is probably not worth it for three bars unless the enemy really is that close to death.
Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over.
An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case Super Art 3 is not available.
A meter dump combo using the 5HP > DRC, 5HK loop and Super Art 3. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.
The max damage route if you just want to spend Level 2 or if you are tired of watching the cutscene. You can spend Level 1 at the end if you are worried that it won't kill.
As of the 12/02/2024 balance update, the non-Denjin version of OD Hashogeki was buffed to 1100 base damage. This makes it Ryu's highest damage midscreen Punish Counter starter (the highest overall is HK Donkey Kick). This is the best damage Ryu can get off a deep Punish Counter midscreen without Denjin Charge or microwalks to extend the old-brown-shoes [5HK, 5HP, DRC] loop.
At midscreen with Denjin Charge available, Ryu can revert to a simplified Punish Counter route starting with 5HK and still cash out for more than without Denjin Charge. Be aware of unique recovery states where the opponent may be crouching, as this will cause 5HK to whiff.
Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on Shinku Hadoken at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after Shin Hashogeki will allow Ryu to build back a slight amount of Drive avoiding burnout entirely.
The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin OD Hashogeki this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style.
ADVANCED/NICHE COMBOS
Trade Combos w/SetupsCapitalising off favourable trades
If the opponent is given a gap in offence of 4 frames, enough time for the 1st active frame of their fastest normal to come out, it is possible to force them into a trade situation at relatively low risk. The following setups demonstrate some of the ways Ryu can force favourable trades that allow him to combo for big damage.
All setups are tested to work against both a 4-frame normal with the lowest hitstun in the game and one with the highest. Respectively, these are as of March 2024 Dee Jay's 5LP (13 frames natural hitstun) and Manon's 5LP (17 frames, tied with Honda and JP's 2LPs).
Trade Combo Routes
Trade Setup
Position
Adv. (max/min)
Link into...
Notes
5LP > CH 214LP !TRADE!
Anywhere
Launch
PDR, 5HP, etc.
A built-in frametrap from Ryu's LP Hashogeki. At -3 on block, this is not abuseable, but then again it isn't punishable either. The trade is only possible because of the shorter hitstun on Ryu's 5LP compared to his 2LP, the latter being a more true frametrap. The bonus of this trade is that it allows more damaging links following the launch, as CH LP Hashogeki is usually limited to juggles with specials, Super Art 1 or PDR into a Medium Punch due to its long recovery.
The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as PDR, 5HP is a reliable link and is always the best and most versatile metered option, comboing into either HP Shoryuken or HK Donkey Kick. For extra damage in the corner, PDR, 5HP > MP Hashogeki, HP Shoryuken provides excellent damage for one Drive bar, and can cancel into Super Art 3.
Forward throw, PDR, CH 5HP !TRADE!
Anywhere
+18/+14
5HP, 2MK, 2HK, (vs. Dee Jay) 6HK
Potentially one of the strongest trade setups in the right matchups. The link from PDR CH 5HP to 5HP after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. MK Donkey Kick) all the way up to a Drive Rush Cancel meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link 6HK > OD Tatsumaki.
The tricksiest part of this setup is that the Parry Drive Rush can be feinted with 5LP to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out any reversal from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's SA1, Dhalsim's SA2 and will be caught by Gief's, Lily's and Manon's SA3).
Something +1/+2/+3 on block, CH 623LP/623MP/623HP (use the respective version for the block advantage) !TRADE!
Anywhere
Launch of varying quality
Followup Combo HIGHLY dependent on position and version of Shoryuken used
It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. Light Shoryuken's trade doesn't lead to much besides a Medium Tatsu or Shinku Hadoken midscreen or a 623HP in the corner. On the other hand, Heavy Shoryuken and Medium Shoryken both let you jump for a full j.MP late hit Air Tatsu to Heavy Shoryuken in the corner (with the obvious cancel to Shin Shoryuken). Flex your reads and make friends laugh (or cry).
Hashogeki Juggle RoutesMidscreen and Corner
Sitting at the flashier end of Ryu's kit in SF6, Ryu can launch the opponent via his new move Hashogeki. There are several ways in which this move can launch the opponent.
HP Hashogeki
Denjin-Charged non-OD Hashogeki
Counter-Hit Light
Counter-Hit Medium Hashogeki
Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing.
As for comboing into them, #2 is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable Mediums; #1 is the second-easiest, as Ryu can combo into it from PC or PDR-enhanced 4HP and 2HP (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block LP Hashogeki while #4 is a Counter-Hit from the punishableMP Hashogeki, making them harder to achieve and more risky to go for.
The following is a list of possible follow-ups sorted according to the type of launch. NOTE: all damage values for Launch Types #3/#4 use LP Hashogeki, launches from MP Hashogeki will do more damage than is listed.
LAUNCH TYPE: #1, #2 -
A set of bread-and-butter juggles that work off either the HP Hashogeki launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with 5HP > MK Donkey Kick > Super Art 3 for a decent 4268 damage total.
LAUNCH TYPE: #1, #2 -
A pair of combo routes made possible by successive balance patches: the 05/22/2024 patch gave Ryu's 4HK a "ground bounce" state on airborne opponents, and the MK Tatsu ender here allows Ryu to remain point-blank with frame advantage via a forward dash regardless of whether the opponent back-rises; the 12/02/2024 patch enabled new juggles and cancels for 6HK and the route here sets up a safe jump when close to the corner.
LAUNCH TYPE: #3, #4 -
Counter Hit LP/MP Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link MK Tatsu or MK Donkey Kick, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type.
LAUNCH TYPE: #1, #2 -
A notable boost in Damage for 1 Drive bar, the most economical HP/Denjin launcher route Ryu has in the corner with or without Super. Note that this combo does not have to begin in the corner, the opponent can be carried into it by the first half of the combo.
LAUNCH TYPE: #3, #4 -
The manual delay following the DRC allows the 5HP to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same DRC, delay 5HP link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise).
j.MP Air-To-Air Juggle RoutesMaking the most of air-to-airs
Ryu's j.MP puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/OD Aerial Tatsu. There are a wide spread of possible options for Ryu to juggle afterwards, but they are often dependent on the timing with which the j.MP connects along Ryu's own jump arc. This section will help to map out the opportunities for extra damage that exist within this interaction.
j.MP Air-To-Air Juggles
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
rising j.MP, 2nd Hit => 214K/214KK (corner only, 623HP/236236P/236236K)
Anywhere/Corner
1600 / 2200 / (2720 / 3500 / 4800)
0/
0/1/3
Easy/Medium
By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air j.MP. By itself, this does decent anti-air damage, but buffing the ender with OD Aerial Tatsu or extending it in the corner with Super Art 1 provides excellent value for meter.
mid-jump, j.MP => 623HP/236236K
Anywhere
2100 / 4700
0
0/3
Medium
A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the j.MP uncanceled and land, before performing a HP Shoryuken. The 5-frame startup LP Shoryuken is a safer meterless option for when the opponent is too close to the ground, and the 6-frame SA3 is a big damage juggle.
The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "last moment" j.MP air-to-air juggles.