Ever training, this martial artist seeks true strength. Well-mannered and sincere, Ryu travels the globe in search of worthy opponents. Having overcome the Satsui no Hado, he now seeks yet greater heights.
Ryu is the definitive Street Fighter character, and not just because he's been the protagonist for thirty years. As the original shoto character, Ryu embodies all the meaningful aspects of Street Fighter gameplay in one concise package. Ryu emphasizes a patient playstyle with strong defensive tools.
While they probably need no introduction, Ryu's signature moves are Hadoken and Shoryuken, the original fireball and DP combo. Hadoken is a good projectile with variable speeds and decent reward on hit or block, while Shoryuken is a very useful anti-air uppercut that has utility as a reversal with the OD version. From these two moves, a simple gameplan of "Hadoken or Shoryuken" emerges, informing the rest of Ryu's gameplan. Ryu pesters his opponents with his long reaching 2MK and 5HP alongside his jabs and Hadoken. When they jump in frustration, Ryu Shoryukens them back out and starts it all over again. While system mechanics have weakened this playstyle in SF6, it still retains effectiveness if Ryu can tap into system mechanics such as Drive Impact and Drive Parry.
New to Ryu's kit are Denjin Charge and Hashogeki. The former allows Ryu to stock a single charge of a resource called Denjin. When Ryu uses certain specials or supers, Denjin is spent to empower them greatly, giving them added utility on block or hit. This particularly makes his fireballs very formidable, as they become faster and beat out other fireballs of the same level. Hashogeki is a combo tool and pressure tool, giving Ryu a new way to end blockstrings or even reset pressure completely especially when Denjin is spent to either give Ryu easy access to juggles or plus frames on block. Ryu also has Tatsumaki Senpu-kyaku, an advancing spinning kick that provides corner carry and some projectile invulnerability. And returning from Street Fighter 3 is Ryu's High Blade Kick, with each strength being reworked into varying forms of utility including midrange poking, getting a corner safejump, or even big damage combo extensions in the corner. All of these tools combined lend to Ryu being a well rounded character who has many useful options for different situations, and he especially rewards smart play with terrifyingly powerful corner pressure.
Ryu's only weakness is, ironically, his greatest strength: in his commitment to fundamentals, Ryu completely lacks any major gimmicks outside of Denjin (and that is barely a gimmick unto itself). This can make it somewhat difficult for him to steal rounds and effectively demands that he play to said fundamentals at all times. That said, he is still consistent in almost every aspect, getting good return out of every successful play. He does great damage, has good okizeme off of most combo routes, and his versatile kit ensures he can handle any matchup. Ryu is a formidable character that can easily show you the ropes of Street Fighter while also holding his own beyond that. If you want a fundamentals-oriented character who rewards patient and considerate play, then walk the path of student to master with Ryu.
Pick if you like:
Avoid if you dislike:
Jack of All Trades…: A kit designed to have an option in every situation
Forefather of Footsies: Great pokes and special moves for controlling the neutral
Honed Strikes: Hitting hard, with particularly devastating pressure and damage against cornered opponents.
Enforcer of "Honesty": Extremely interactive pressure with lots of ways to condition the opponents
...Master of None: Not having an explicit niche other than an explosive damage ceiling near the corner.
Upfront: Lacking heavily in gimmicks or knowledge checks—it's all on you, all of the time
Bonus Resource: Having to manage an additional resource in Denjin Charge
Classic & Modern Versions Comparison
List of differences with Modern Ryu
Missing Normals
Standing Medium Kick (5MK)
Standing Heavy Kick (5HK)
Missing Command Normals
Short Uppercut (4HP)
Shortcut-Only Specials
High Blade Kick (2S)
Medium/OD Only
L Assist Combo uses the Light version
Tatsumaki Senpu-kyaku (4S)
Medium/OD Only
Aerial version can be performed manually or with j.S shortcut
Assist Combos
A[L~L]: 5LK ~ L High Blade Kick
LK High Blade Kick will execute on block, leaving Ryu -11
5/2L~A[2L~L~L]: 5LP/2LK ~ 2LK ~ 5LP ~ H Shoryuken
Variant ender that lets Ryu get a Light Assist Combo from a chained starter
A[M~M~M]: 2MP ~ OD Hashogeki ~ SA2 (Charge Lv. 2)
Can hold M to continue charging SA2 further (but will not combo)
On Block: stops at OD Hashogeki
Burnout: 2MP ~ M Hashogeki
A[H~H~H~H]: 6HP ~ 2MP ~ M Hashogeki ~ SA3
On Block: stops at 2MP
Miscellaneous Changes
2L is 2LK but switches to 2LP if chained into
2LP is unavailable outside of chains
Fuwa Triple Strike (5MP~LK~HK) changed to 5M~M~M
High Double Strike (5HP~HK) changed to 5H~H
Ryu
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.047
Backward Walk Speed
0.032
Forward Dash Speed
19
Backward Dash Speed
23
Forward Dash Distance
1.252
Backward Dash Distance
0.923
Drive Rush Min. Distance (Throw)
0.525
Drive Rush Min. Distance (Block)
1.878
Drive Rush Max Distance
3.628
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90
Backward Jump Distance
1.52
Throws
Throw Range
0.8
Throw Hurtbox
0.33
Normals
Standing normals
5LP
Standing Light Punch
5LP
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
7
Chn Sp SA
300
LH
+4
-1
One of Ryu's 4f jabs which chain into itself. Lower recovery than 2LP makes this the best chainable option when trying to counter drive impact.
5MP
Standing Medium Punch
5MP
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
11
Sp SA TC
600
LH
+7
-1
This move is primarily used for combos due to it's high frame advantage on hit and for going into Fuwa Triple Strike.
5HP
Standing Heavy Punch
5HP
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
5
18
Sp SA TC
800
LH
+4
-2
Decent range and special cancellable make this a good poke button.
5LK
Standing Light Kick
5LK
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
11
Sp SA
300
LH
+2
-4
5MK
Standing Medium Kick
5MK
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
18
-
700
LH
+4
-4
5HK
Standing Heavy Kick
5HK
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
4
20(22)
-
900
LH
+9
+1
Great for standing combos and can also serve as an anti-air tool. The main drawback of this button is that it whiffs on crouchers.
Crouching Normals
2LP
Crouching Light Punch
2LP
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
2
9
Chn Sp SA
300
LH
+4
-1
2MP
Crouching Medium Punch
2MP
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
13(15)
Sp SA
600
LH
+5
0
2HP
Crouching Heavy Punch
2HP
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
21(22)
Sp SA
800
LH
+1
-7
2LK
Crouching Light Kick
2LK
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
2
10
Chn
200
L
+3
-1
2MK
Crouching Medium Kick
2MK
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
3
19
Sp SA
500
L
+1
-6
2HK
Crouching Heavy Kick
2HK
2HK
Low Spinning Sweep
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
23(29)
-
900
L
KD +40
-12
Jumping Normals
j.LP
Jumping Light Punch
j.LP
j.LP
Jumping Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
10
3 land
-
300
H
+4(+9)
0(+5)
j.MP
Jumping Medium Punch
j.MP
j.MP
Jumping Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
2,3
3 land
Sp
350x2
H
+10(+13)
+6(+9)
j.HP
Jumping Heavy Punch
j.HP
j.HP
Jumping Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
6
3 land
-
800
H
+8(+15)
+4(+11)
j.LK
Jumping Light Kick
j.LK
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
10
3 land
-
300
H
+5(+10)
+1(+6)
j.MK
Jumping Medium Kick
j.MK
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
6
3 land
-
500
H
+8(+13)
+4(+9)
j.HK
Jumping Heavy Kick
j.HK
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
8
3 land
-
800
H
+9(+15)
+5(+11)
Command Normals
6MP
Collarbone Breaker
6MP
6MP
Collarbone Breaker
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
1,3
19
-
300x2
H,H
+3
-1
6HP
Solar Plexus Strike
6HP
6HP
Solar Plexus Strike
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
2,3
16
-
400x2
LH
+6
+3
Can be spaced to be slightly more plus on block.
At absolute max range on a crouch blocking opponent the second hit will whiff and you'll be left at -12.
4HP
Short Uppercut
4HP
4HP
Short Uppercut
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
4
25(26)
Sp SA
800
LH
+1
-13
6HK
Whirlwind Kick
6HK
6HK
Whirlwind Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
4
20
Sp*
800
LH
+2
-4
4HK
Axe Kick
4HK
4HK
Axe Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10(20)
5(5)3
21
Sp SA
400x2
LH
0
-4
Target Combos
5HP>HK
High Double Strike
5HP~HK
No results
5MP>LK>HK
Fuwa Triple Strike
5MP~LK~HK
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Frame data shown in (parentheses) refers to the version used after Parry
Taunts
Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
"Come on!"
5PPPKKK
Neutral Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
210 (total)
-
-
-
-
-
-
-
Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
"..."
6PPPKKK
Forward Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
124 (total)
-
-
-
-
-
-
-
Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
"Your footwork's sloppy."
4PPPKKK
Back Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
209 (total)
-
-
-
-
-
-
-
Down Taunt (2PPPKKK)
Down Taunt
2PPPKKK
"Come!"
2PPPKKK
Down Taunt
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
154 (total)
-
-
-
-
-
-
-
Special Moves
Denjin Charge (22P)
Denjin Charge
22P
22P
Denjin Charge
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
50
-
2
-
-
-
-
-
Ryu charges himself with a lightning flavored install, powering up all his energy based attacks. Hadoken, Hashogeki, Shinku Hadoken, and Shin Hashogeki all receive additional damage and in some cases frame advantage when installed.
Only applies for one use after installed.
Hadoken (236P)
Hadoken
236P
236LP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
-
31
SA3
700
LH
+2
-5
236MP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
-
33
SA3
700
LH
0
-7
236HP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
35
SA3
700
LH
-2
-9
236PP
Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
28
SA2 SA3
500x2
LH
KD +54
-1
Ryu's iconic fireball which is useful for zoning and pressure. 236LP travels the slowest while 236HP travels the fastest. Due to this, 236LP will generally be used in blockstrings where all of the versions will be used for zoning
Hadoken (Denjin 236P)
Denjin Charge Hadoken
236P
236HP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
28
SA3
500x2
LH
KD +54
-1
236PP
Denjin Charge Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
-
26
SA2 SA3
400x3 (1200)
LH
KD +57
+2
Shoryuken (623P)
Shoryuken
623P
623LP
Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
10
21+12 land
SA3
1100(800)
LH
KD +38
-23
Anti-Air Invuln: 1-?f
623MP
Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
10
30+12 land
SA3
1200(800)
LH
KD +34
-32
Anti-Air Invuln: 1-?f
623HP
Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
10
34+12 land
SA3
1400(800)
LH
KD +37(+29)
-39
Anti-Air Invuln: 1-?f
623PP
Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
2,8
37+15 land
-
800x2
LH
KD +29
-40
Full Invuln: 1-9f
Ryu's go-to reversal and anti-air. Each version has its own unique benefits over the others while 623PP is the strongest at the cost of drive gauge.
Tatsumaki Senpu-kyaku (214K)
Tatsumaki Senpu-kyaku
214K
214LK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
3
14+18 land
-
900
LH
KD +35
-15
214MK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
2(13)2
11+20 land
-
1000
LH
KD +23(+38)
-13(-28)
2nd hit whiffs on crouching
214HK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
16
2(13)2(13)2
14+17 land
-
1200
LH
KD +20(+35)(+50)
-13(-28)(-43)
2nd and 3rd hits whiff on crouching
214KK
Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
13
2(4)2(4)2(3)2(4)2
10+13 land
-
200x5
LH
KD +57
-14(-32)
Puts opponent into limited juggle state
Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
j.214K
No results
No resultsNo results
j.214KK
Aerial Tatsumaki Senpu-kyaku
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
11
2(1)3(1)3(1)3(2)2
16 land
-
300,200x3,600 (1500)
LH
KD +45(+51)
-29(-32)
There is no difference between each meterless version.
High Blade Kick (236K)
High Blade Kick
Donkey Kick
236K
236LK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
6
22
SA3
1100
LH
KD +42~46
-11(-7)
236MK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
9
19(22)
SA3
1200
LH
KD +40~46
-8(-2)
236HK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
27
9
15
SA3
1300
LH
KD +45~51
-3(+5)
236KK
High Blade Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
17
5
33
SA2 SA3
800
LH
Wall Bounce +49(65)
-18
Hashogeki (214P)
Hashogeki
214P
214LP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
18
SA3
700
LH
+2
-3
214MP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
19
6
17
SA3
800
LH
+2
-6
214HP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
30
6
19
SA3
400x2
LH
KD +61 Spin
+2
214PP
Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
20
SA2 SA3
1100
LH
+3
+3
Hashogeki (Denjin 214P)
Denjin Charge Hashogeki
214P
214HP
Denjin Charge Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
6
19(31)
SA3
400x2
LH
KD +62 Spin
+3
214PP
Denjin Charge Hashogeki
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18
6
19
SA2 SA3
800
LH
KD +87 Crumple
+4
Super Arts
Level 1 Super (236236P)
Shinku Hadoken
Level 1 Super Art
236236P
Denjin Charge
236236P
Shinku Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
-
79
-
400x5 (2000)
LH
KD +26
-24
236236P
Denjin Hadoken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
-
82
-
200x7,1000 (2400)
LH
KD +27
-24
Strike/Throw Invuln: 1-8f; Armor Break
Depletes 1/2 Drive bar from opponent on hit
Additional 400 damage and +1 frame of knockdown advantage with Denjin Charge.
Level 2 Super (214214P)
Shin Hashogeki (Lv.1)
Level 2 Super Art
214214P
Denjin Charge
214214P
Shin Hashogeki Lv.1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
39
-
2800
LH
KD +20
-20
214214P
Denjin Hashogeki Lv.1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
12
6
39
-
3200
LH
KD +20
-20
Full Invuln: 1-13f; Armor Break; depletes 1 Drive bar from opponent on hit
Denjin Charge adds an extra 400 damage
Strike hitbox, but can clash with up to 3 projectile hits
Hold the Punch button charges to a higher level
Shin Hashogeki (Lv.2)
Level 2 Super Art
214214P (hold)
Denjin Charge
214214P (hold)
Shin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18~
6
39
-
2900
LH
KD +20
-20
214214P (hold)
Denjin Hashogeki Lv.2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
18~
6
39
-
3300
LH
KD +78 Tumble
-20
Full Invuln: 1-10f; Armor Break; depletes 1 Drive bar from opponent on hit
Button must be held for 6f; higher damage than Lv.1, but no additional chip damage vs. Burnout
Denjin Charge adds an extra 400 damage
Strike hitbox, but can clash with up to 3 projectile hits
Shin Hashogeki (Lv.3)
Level 2 Super Art
214214P (hold)
Denjin Charge
214214P (hold)
Shin Hashogeki Lv.3
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
50~
6
39
-
3000
LH
KD +78 Tumble
-20
214214P (hold)
Denjin Hashogeki Lv.3
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
50~
6
39
-
3400
LH
KD +78 Tumble
-20
Full Invuln: 1-10f; Armor Break; depletes 1 Drive bar from opponent on hit
Button must be held for 36f; higher damage than Lv.2, but no additional chip damage vs. Burnout
Gives a tumbling OTG knockdown that can be followed up with a raw Drive Rush combo
Denjin Charge adds an extra 400 damage
Strike hitbox, but can clash with up to 3 projectile hits
Level 3 Super (236236K)
Shin Shoryuken
Level 3 Super Art
236236K
The CA version grants 500 extra damage
236236K
Shin Shoryuken
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4000 (3600)
LH
HKD +14
-50(-54)
Full Invuln: 1-16f; Armor Break; depletes 1.5 Drive bars from opponent on hit
If used as an anti-air the non cinematic version does 400*400*400*400*1000 (2600) damage
236236K
Shin Shoryuken (CA)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5(2)
12
32+39 land
-
4500 (4400)
LH
HKD +14
-50(-54)
Full Invuln: 1-16f; Armor Break; depletes 2 Drive bars from opponent on hit
If used as an anti-air the non cinematic version does 4400 damage, making it an extremely powerful anti-air