Street Fighter 6/Ryu

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Introduction

Ever training, this martial artist seeks true strength. Well-mannered and sincere, Ryu travels the globe in search of worthy opponents. Having overcome the Satsui no Hado, he now seeks yet greater heights.

Ryu is the definitive Street Fighter character, and not just because he's been the protagonist for thirty years. As the original shoto character, Ryu embodies all the meaningful aspects of Street Fighter gameplay in one concise package. Ryu emphasizes a patient playstyle with strong defensive tools.

While they probably need no introduction, Ryu's signature moves are Hadoken and Shoryuken, the original fireball and DP combo. Hadoken is a good projectile with variable speeds and decent reward on hit or block, while Shoryuken is a very useful anti-air uppercut that has utility as a reversal with the OD version. From these two moves, a simple gameplan of "Hadoken or Shoryuken" emerges, informing the rest of Ryu's gameplan. Ryu pesters his opponents with his long reaching 2MK and 5HP alongside his jabs and Hadoken. When they jump in frustration, Ryu Shoryukens them back out and starts it all over again. While system mechanics have weakened this playstyle in SF6, it still retains effectiveness if Ryu can tap into system mechanics such as Drive Impact and Drive Parry.

New to Ryu's kit are Denjin Charge and Hashogeki. The former allows Ryu to stock a single charge of a resource called Denjin. When Ryu uses certain specials or supers, Denjin is spent to empower them greatly, giving them added utility on block or hit. This particularly makes his fireballs very formidable, as they become faster and beat out other fireballs of the same level. Hashogeki is a combo tool and pressure tool, giving Ryu a new way to end blockstrings or even reset pressure completely. Ryu also has Tatsumaki, an advancing spinning kick that provides corner carry and some projectile invulnerability. When combined with the Drive System, Ryu becomes a highly versatile character who can handle any situation.

Ryu's only weakness is, ironically, his greatest strength: in his commitment to fundamentals, Ryu completely lacks any major gimmicks outside of Denjin (and that is barely a gimmick unto itself). This can make it somewhat difficult for him to steal rounds and effectively demands that he play to said fundamentals at all times. That said, he is still consistent in almost every aspect, getting good return out of every successful play. He does great damage, has good okizeme off of most combo routes, and his versatile kit ensures he can handle any matchup. Ryu is a formidable character that can easily show you the ropes of Street Fighter while also holding his own beyond that. If you want a fundamentals-oriented character who rewards patient and considerate play, then walk the path of student to master with Ryu.


Pick if you like: Avoid if you dislike:
  • Jack of All Trades…: A kit designed to have an option in every situation
  • Forefather of Footsies: Great pokes and special moves for controlling the neutral
  • Honed Strikes: Hitting like a freight train, especially when loaded with resources
  • Enforcer of "Honesty": Lots of ways to dissuade or encourage mashing with pressure resets, frame traps, drive chip, etc.
  • ...Master of None: Not having an explicit niche
  • Upfront: Lacking heavily in gimmicks or knowledge checks—it's all on you, all of the time
  • Bonus Resource: Having to manage an additional resource in Denjin Charge



Classic & Modern Versions Comparison

List of differences with Modern Ryu
Missing Normals
  • Standing Medium Kick (5MK)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Short Uppercut (4HP)
Shortcut-Only Specials
  • High Blade Kick (2S)
    • Medium/OD Only
    • L Assist Combo uses the Light version
  • Tatsumaki Senpu-kyaku (4S)
    • Medium/OD Only
    • Aerial version can be performed manually or with j.S shortcut
Assist Combos
  • A[L~L]: 5LK ~ L High Blade Kick
    • LK High Blade Kick will execute on block, leaving Ryu -11
  • A[M~M~M]: 2MP ~ OD Hashogeki ~ SA2 (Charge Lv. 2)
    • Can hold M to continue charging SA2 further (but will not combo)
    • On Block: stops at OD Hashogeki
    • Burnout: 2MP ~ M Hashogeki
  • A[H~H~H~H]: 6HP ~ 2MP ~ M Hashogeki ~ SA3
    • On Block: stops at 2MP
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Fuwa Triple Strike (5MP~LK~HK) changed to 5M~M~M
  • High Double Strike (5HP~HK) changed to 5H~H


Ryu
SF6 Ryu Portrait.png
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
5LP
Standing Light Punch
SF6 Ryu 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1

5MP
5MP
Standing Medium Punch
SF6 Ryu 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 11 Sp SA TC 600 LH +7 -1

5HP
5HP
Standing Heavy Punch
SF6 Ryu 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 18 Sp SA TC 800 LH +4 -2

5LK
5LK
Standing Light Kick
SF6 Ryu 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 300 LH +2 -4

5MK
5MK
Standing Medium Kick
SF6 Ryu 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +4 -4

5HK
5HK
Standing Light Kick
SF6 Ryu 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 20(22) - 900 LH +9 +1

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Ryu 2lp.png

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
2MP
Crouching Medium Punch
SF6 Ryu 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 13 Sp SA 600 LH +5 0

2HP
2HP
Crouching Heavy Punch
SF6 Ryu 2hp.png

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
2LK
Crouching Light Kick
SF6 Ryu 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +3 -3

2MK
2MK
Crouching Medium Kick
SF6 Ryu 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6

2HK
2HK
Crouching Heavy Kick
SF6 Ryu 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23(29) - 900 L HKD +32 -12

Jumping Normals

j.LP
j.LP
Jumping Light Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.MP
j.MP
Jumping Medium Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.HP
j.HP
Jumping Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.LK
j.LK
Jumping Light Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.MK
j.MK
Jumping Medium Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.HK
j.HK
Jumping Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Command Normals

6MP
Collarbone Breaker
6MP
SF6 Ryu 6mp.png

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
SF6 Ryu 6hp.png

6HP
Solar Plexus Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2,3 16 - 400x2 LH +6 +3

4HP
Short Uppercut
4HP
SF6 Ryu 4hp.png

4HP
Short Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 25(26) Sp SA 800 LH +1 -13

4HK
Axe Kick
4HK
SF6 Ryu 4hk 1.png

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

6HK
Whirlwind Kick
6HK
SF6 Ryu 6hk.png

6HK
Whirlwind Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 20 Sp* 800 LH +2 -4

Target Combos

HP>HK
High Double Strike
HP>HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

MP>LK
Fuwa Triple Strike 1
MP>LK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

MP>LK>HK
Fuwa Triple Strike 2
MP>LK>HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Universal Mechanics

Throw
Throw
SF6 Ryu lplk.png

LPLK
Shoulder Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw
Back Throw
SF6 Ryu 4lplk.png

4LPLK
Somersault Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +11 -

Drive Impact
Drive Impact
SF6 Ryu hphk.png

HPHK
Shingeki
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Ryu 6hphk.png

6HPHK
Chest Strike (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal.

Drive Rush
Drive Rush
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Parry
Drive Parry
SF6 Ryu mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Special Moves

22P
Denjin Charge
22P
SF6 Ryu 22p.png

22P
Denjin Charge
Startup Active Recovery Cancel Damage Guard On Hit On Block
50 - 2 - - - - -

236LP
LP Hadoken
236LP
SF6 Ryu 236lp.png

236LP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 31 SA3 600 LH +1 -5

236MP
MP Hadoken
236MP
SF6 Ryu 236p.png

236MP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 33 SA3 600 LH -1 -7

236HP
HP Hadoken
236HP
SF6 Ryu 236p.png

236HP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 35 SA3 600 LH -3 -9

236PP
OD Hadoken
236PP
SF6 Ryu 236pp.png

236PP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 28 SA2 SA3 400x2 LH KD +54 -1

236P(charged)
Denjin Charge Hadoken
236P
SF6 Ryu 236p charge.png

236HP
Denjin Charge Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 30 SA3 400x2 LH KD +52 -3

236PP(charged)
OD Denjin Charge Hadouken
236PP
SF6 Ryu 236pp charge.png

236PP
Denjin Charge Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 26 SA2 SA3 300x2,400 (1000) LH KD +57 +2


623LP
LP Shoryuken
623LP
SF6 Ryu 623p.png

623LP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1100(800) LH KD +38 -23

623MP
MP Shoryuken
623MP
SF6 Ryu 623p.png

623MP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 30+12 land SA3 1200(800) LH KD +34 -32

623HP
HP Shoryuken
623HP
SF6 Ryu 623p.png

623HP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 10 34+15 land SA3 1400(800) LH KD +29 -39

623PP
OD Shoryuken
623PP
SF6 Ryu 623pp.png

623PP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2,8 37+15 land - 800x2 LH KD +29 -40


214LK
LK Tatsumaki Senpu-kyaku
214LK
SF6 Ryu 214k.png

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
MK Tatsumaki Senpu-kyaku
214MK
SF6 Ryu 214k.png

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)

214HK
HK Tatsumaki Senpu-kyaku
214HK
SF6 Ryu 214k.png

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)

214KK
OD Tatsumaki Senpu-kyaku
214KK
SF6 Ryu 214kk.png

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)


j.214LK
LK Aerial Tatsumaki Senpu-kyaku
j.214LK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.214MK
MK Aerial Tatsumaki Senpu-kyaku
j.214MK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.214HK
HK Aerial Tatsumaki Senpu-kyaku
j.214HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.214KK
OD Aerial Tatsumaki Senpu-kyaku
j.214KK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results


236LK
LK High Blade Kick
236LK
SF6 Ryu 236k.png

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
MK High Blade Kick
236MK
SF6 Ryu 236k.png

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
HK High Blade Kick
236HK
SF6 Ryu 236k.png

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
OD High Blade Kick
236HK
SF6 Ryu 236kk.png

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


214LP
LP Hashogeki
214LP
SF6 Ryu 214p.png

214LP
Hashogeki
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 18 SA3 700 LH +2 -3

214MP
MP Hashogeki
214MP
SF6 Ryu 214p.png

214MP
Hashogeki
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 6 17 SA3 800 LH +2 -6

214HP
HP Hashogeki
214HP
SF6 Ryu 214p.png

214HP
Hashogeki
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 6 19 SA3 400x2 LH KD +61 Spin +2

214PP
OD Hashogeki
214PP
SF6 Ryu 214pp.png

214PP
Hashogeki
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 6 20 SA2 SA3 1100 LH +3 +3

214LP(charged)
Hashogeki (charged)
214P
SF6 Ryu 214p charge.png

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 (charged)
OD Hashogeki (charged)
214PP
SF6 Ryu 214pp charge.png

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

236236P
Shinku Hadouken
Level 1 Super Art
236236P
SF6 Ryu 236236p.png

236236P
Shinku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 79 - 400x5 (2000) LH KD +26 -24

Increased knockdown advantage with Denjin Charge.

214214P
Shin Hashogeki
Level 2 Super Art
214214P
SF6 Ryu 214214p.png

214214P
Shin Hashogeki Lv.1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 39 - 2800 LH KD +20 -20

Can be held to increase the knockdown advantage. Increased damage with Denjin Charge.

236236K
Shin Shoryuken
Level 3 Super Art
236236K
SF6 Ryu 236236k.png

236236K
Shin Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(2) 12 32+39 land - 4000 (3600) LH HKD +8 -50(-54)


SF6 Navigation

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