< Street Fighter 6 | Ryu
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
Framekills:
Ender | Framekill | On hit | On block | Notes |
---|---|---|---|---|
2HK | 5LK/Forward Dash , 5HK | +12/+11 | +4/+3 | Works EVERYWHERE (Hard Knockdown), Dash is if you are too far away for the 5HP to hit on 5HK hit |
PC 2HK | 2HK , 5HK | +11 | +3 | The second sweep should keep the 5HK close enough for a followup 5HP on hit |
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +18 | ? |
Back Throw | +11 | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +32 HKD +47 (Punish) |
? |
5HK (Punish) | +94 Crumple | ? |
5HP~HK (Double Strike) |
+36 | ? |
5MP~LK~HK (Fuwa Triple Strike) |
+36 | ? |
236P (Hadoken) |
+54 (OD) +52 (Denjin) +57 (OD Denjin) |
? |
623P (Shoryuken) |
+38/34/29 (L/M/H) +29 (OD) |
? |
214K (Tatsumaki Senpu-kyaku) |
+35 (LK) +23/38 (MK 1st/2nd hit) +20/35/50 (HK 1st/2nd/3rd hit) +57 (OD) |
? |
j.214K (Aerial Tatsu) |
+48~54 +47~50 (OD) |
? |
236K (High Blade Kick) |
+35/40/45 (L/M/H) +45~65 Wallbounce (OD) |
236HK allows for an autotimed safejump with j.HK when hitting airborne opponents low to the ground |
214P (Hashogeki) |
+61 Spin (HP) +62 Spin (Denjin) +87 Crumple (OD Denjin) |
? |
236236P (Lv.1 Super) |
+26 +27 (Denjin) |
? |
214214P (Lv.2 Super) |
+20 (Lv.1/2) +78 Tumble (Lv.3) |
? |
236236K (Lv.3 Super/CA) |
HKD +8 | ? |
vs. Burnout
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK | 5MP/2MP | 4HP | 2MK | 5MK/2HP/2HK | 5HP/4HK | 5HK | 6HK | 6MP/6HP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 17 | 21 |
5MP~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
5HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 5 | 9 |
5LK~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 17 | 21 |
2LP~DR | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 16 | 20 |
2MP~DR | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 9 | 13 |
2HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 7 | 11 |
2MK~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
4HP~DR | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 10 | 14 |
4HK(1)~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 12 | 16 |
4HK(2)~DR | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 6 | 10 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +4 | ? |
5LK~DR | +5 | |
2LP~DR | ||
4HK(1)~DR | +10 | ? |
2MK~DR | +11 | ? |
5MP~DR | +12 | ? |
2MP~DR | +12 | ? |
4HK(2)~DR | +14 | ? |
5HP~DR | +16 | ? |
2HP~DR | +17 | ? |
4HP~DR | +20 | Links to 6HP (+10) |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Ryu
Punishable on block
-4 | |
-5 | |
-6 | |
-7 | |
-8 | |
-9 | |
-11 | |
-12 | |
-13 | |
-14 | |
-15 | |
-16 | |
-18 | |
-20 | |
-23 | |
-24 | |
-32 | |
-39 | |
-40 | |
-52 |