Street Fighter 6/Ryu/Strategy

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< Street Fighter 6‎ | Ryu
Revision as of 11:23, 14 October 2024 by PINKUNOBARA (talk | contribs) (236LP in the corner after 214MK is +3, not +2.)


Neutral

Due to Ryu's archetype, there are a variety of ways to approach neutral.

Some examples are:

1. Using the classic strategy of Hadokens and DP's to zone the oppenent, with occasional use of 236MK to send them back out when they get too close and to store a Denjin Charge.

2. Playing midrange using 5LK, 2MK, and 5HP in combination with Hadokens. Catching the opponents forward movement to cash out with a corner carry combo or a Hadoken/High Blade Kick to reset the midrange game.

3. Rushing down with Light buttons and Drive Rush, using potent buttons like 5HK and 5HP to whiff punish oppenents trying to stop your advance.


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +18 Allows easy corner throw loops; whiff 5LP to auto-time, or manually time to threaten a shimmy.
Immediate 6HP will beat mashing opponents.
Back Throw +11 Too far away to pressure after throwing the opponent back into the corner
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 While in the corner, you get a +3 236LP on block. Drive Rev can do all 214MK setups while in the corner.
2HK HKD +32
HKD +47 (CH/PC)
?
5HP~HK
(High Double Strike)
+36 (+7) Cancelling into Denjin Charge allows for a +9/+1 5MP in the corner
5MP~LK~HK
(Fuwa Triple Strike)
236P
(Hadoken)
+54 (OD)
+52 (Denjin)
+57 (OD Denjin)
?
623P
(Shoryuken)
+38/34/29/29
(L/M/H/OD)
While in the corner, 623HP allows you to whiff 5LP to get a auto-timed +2 214LP on block, or can go directly into 214HP to hit opponents on their first wakeup frame.
214K
(Tatsumaki Senpu-kyaku)
+35 (LK)
+23/38 (MK 1st/2nd)
+20/35/50 (HK 1st/2nd/3rd)
+57 (OD)
214LK > 66 > 214LP is +2/+7
While in the corner, 214MK gets a +3 236LP on block.
j.214K
(Aerial Tatsu)
+48~54
+47~50 (OD)
?
236K
(High Blade Kick)
+35/40/45
(L/M/H)
+45~65 Wall Bounce (OD)
236LK allows an auto-timed safejump in the corner
236HK allows the same when hitting slightly airborne opponents (such as cancelling off a Drive Rush juggle)
214P
(Hashogeki)
+61 Spin (HP)
+62 Spin (Denjin)
+87 Crumple (OD Denjin)
?
SA1 - 236236P
(Shinku Hadoken)
+26
+27 (Denjin)
In the corner, can Forward Dash or Drive Rush for strike/throw oki. On grounded opponents, Dash + 2MP is +7/+2.
SA2 - 214214P
(Shin Hashogeki)
+20 (Lv.1/2)
+78 Tumble (Lv.3)
In the corner, can apply meaty strike/throw pressure; 6HP hits frame 1 of opponent's wakeup, and meaty 214PP is +6 oH/oB allowing a combo or walk up throw
SA3/CA 236236K
(Shin Shoryuken)
HKD +8 No follow-up oki on the cinematic version. On a non-cinematic high connect, the exact KD advantage varies but Ryu can get corner oki or Drive Rush if slightly out of the corner


Frame Kills:

Ender Frame Kill On Hit On Block Notes
2HK Whiff 5LK/Forward Dash, 5HK +12/+11
(vs. Stand)
+4/+3
(vs. Stand)
Works everywhere after HKD; Dash guarantees that 5HP can combo after 5HK
CH/PC 2HK Whiff 2HK, 5HK +11
(vs. Stand)
+3
(vs. Stand)
The second sweep should keep the 5HK close enough to combo into 5HP


vs. Burnout

Ryu has strong guaranteed/true blockstring sequences that cause a large amount of chip damage on block, meaning guaranteed chip kills are possible.

Because OD Hashogeki is +7 on block, a follow-up 2MP or 4HP is guaranteed. 2MP/4HP into OD Hashogeki itself is also a true blockstring. Simply continue to use 2MP 214PP until you're burnt out. For the ender, prioritize 4HP 623HP if you're in the corner, and 2MP 236MK otherwise to go into level 3.

If Denjin Charge is available, you can start with a 5HP/2MP 214HP for slightly more damage before going into 2MP 214PP loops.

All damage listed below is if the opponent is standing. Level 3 will do slightly less damage on crouching opponents due to less hits connecting.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2MP 214HP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 236MK 236236K Anywhere 2450 Full Cash Out 3 Medium Requires Denjin Charge for the initial 214P. Four 214PPs is possible as the 2MPs will build meter.
2MP 214HP 2MP 214PP 2MP 214PP 2MP 214PP 2MP 214PP 4HP 623HP 236236K Corner 2500 Full Cash Out 3 Hard Requires Denjin Charge for the initial 214HP. Four 214PPs is possible as the 2MPs will build meter.


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
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 5MP/2MP 4HP 2MK 5MK/2HP/2HK 5HP/4HK 5HK 6HK 6MP/6HP
5LP~DRC 5 6 7 8 9 10 11 13 17 21
5MP~DRC 0 1 2 3 4 5 6 8 12 16
5HP~DRC 0 0 0 0 0 0 0 1 5 9
5LK~DRC 5 6 7 8 9 10 11 13 17 21
2LP~DRC 4 5 6 7 8 9 10 12 16 20
2MP~DRC 0 0 0 0 1 2 3 5 9 13
2HP~DRC 0 0 0 0 0 0 1 3 7 11
2MK~DRC 0 1 2 3 4 5 6 8 12 16
4HP~DRC 0 0 0 1 2 3 4 6 10 14
4HK(1)~DRC 0 1 2 3 4 5 6 8 12 16
4HK(2)~DRC 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.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +4 ?
5LK~DRC +5
2LP~DRC
4HK(1)~DRC +10 ?
2MK~DRC +11 ?
5MP~DRC +12 ?
2MP~DRC
4HK(2)~DRC +14 ?
5HP~DRC +17 ?
2HP~DRC
4HP~DRC +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




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