Street Fighter 6/Ryu/Combos

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Combo Notation Guide

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)


Bread and Butter Combos

Meterless Combos
Combo Position Damage Difficulty Notes
2LK ~ 2LP ~ 5LP > 214LK/623HP Anywhere 1270/1690 Very Easy Your basic light confirm.
2LK ~ 2LP ~ 2LP > 214MK Anywhere 1340 Very Easy Hooray! You get medium tatsu from your crouching light punch!
2MK > 214MK/236MK Anywhere 1220/1380 Very Easy Though 2MK combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap.
5MP, 2MP > 214MK/236MK/623HP Anywhere 1920/2080/2320 Very Easy This is a consistent combo that works when you aren't right next to the opponent.
5MP, 4HP > 236HK/623HP Anywhere 2440/2520 Very Easy You have to be point blank for the 4HP to link after the 5MP. 4HP is your ONLY normal that meterlessly combos into Heavy Donkey Kick.
6HP, 2MP > 214MK/623HP Anywhere 1910/2260 Very Easy Heavy Shoryuken is your highest damage meterless 6HP combo. Tatsu gives you corner carry and oki.
6HP, 2MP, 5LK > 214MK/236LK Anywhere 2030/2090 Easy Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if they back rise.
5MP > 4HP > 236HK > 623LP Corner 3210 Easy This is your highest damage meterless combo without a jump-in PERIOD.
Drive Impact crumple, 5HK, 2MK > 623HP Anywhere 2870 (inclusive of Drive Impact hit) Easy The highest damage meterless combo available following a Punish Counter 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.


Metered Combos
Combo Position Damage Difficulty Notes
PDR, 6MP, 5MP > 214MK/236MK/623HP Anywhere 1920/2080/2320 Medium This is a core part of your Drive Rush strike mixup, 2MK being the other.
Any Medium/Heavy Starter > 214PP > 214214P Anywhere 2900-3800 Medium Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
Any Medium/Heavy Starter > 236KK, 623HP Midscreen 1980-2880 Medium Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
Starter > 236KK > 214214P Midscreen 2940-3840 Medium Another route into level 2 that does a hair more damage.
(6HP, 5MP)/(5MP, 4HP) > 236KK, 4HK > 623HP Midscreen 2600/2980 Hard You can only squeeze in the 4HK if you end your starter really close to them. You can NOT cancel the 4HK into level 1. If you wanna spend super, you have to cancel into level 3.
Starter > 214KK, PDR, 5MP > 214MP, 623HP Corner 2528-3550 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.
5HP > DRC > 5HK > 5HP > DRC > 5HK > 5HP > 623HP > 236236K Anywhere 5796 Easy Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 4505-5541 Hard A high damage level 3 corner combo. It has a link between 5HP and 4HP, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 6145 Hard This is only possible on a jump-in, Shoryuken punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.

Punish Combos

Punish Counter Combos
Combo Position Damage Difficulty Notes
236HK > 236236P Anywhere 3560 Easy Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.
5HK, 4HP > 236HK, 623LP Corner 3690 Medium Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent.
5HK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP > 236236K Corner 6425 Medium A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the 236HK, 623LP can be replaced with 623 HP for 241 less damage.
236HK > PDR > 4HP > dj.214P > PDR > 5HP > DRC > dl.5HP > DRC > dl.4HP > 236MK > 623HP > 236236K Corner 6442/6724 Hard Highly optimized Level 3 + Drive dump 236HK combo that requires Denjin Charge. The 4HP needs to be delayed enough to reach the highest possible juggle and still be cancelable, or 623HP will miss. Can replace the 236MK juggle with 236HK > 236236K for a much easier combo at 282 less damage.


SF6 Navigation

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Ed
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JP
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Ken
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Ryu