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)

NOTE: As of 11/16/2024, this page has been updated to remove redundant combos/data and some new combos have been added. Section on combos out of meaty attacks on knockdown has been removed and all data moved to the "Ryu/Strategy" page.

NOTE: As of 12/02/2024, damage values for combos featuring OD Hashogeki have been updated, corner combos with (236HK, 623LP) juggle have been updated to use 623MP instead, and new combo routes for 6HK have been added.

BASIC COMBOS

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK ~ 2LP ~ 5LP > 214LK/623HP Anywhere 1190/1490 0 0 Very Easy Your basic light confirm.
2LK ~ 2LP ~ 2LP > 214MK / 214LK Anywhere 1250/1310 0 0 Very Easy 5LP does not combo into MK Tatsu or LK Donkey Kick naturally, but 2LP has slightly greater hitstun and allows this. MK Tatsu is useful if looking for corner carry and oki midscreen, but LK Donkey Kick does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup.
2LK ~ 2LP ~ 5LP > 214KK, 623HP Corner 1950 SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy An OD extension from the same basic Light confirm vs a cornered opponent. OD Tatsu also allows extensions with a linked Parry Drive Rush (see Drive Rush Combos below).
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 2LP/5LP, 5LK > 236LK Anywhere 1370 0 0 Easy Counter-hit 2LP/5LP links into 5LK, which combos naturally into LK Donkey Kick. This is punishable on block (-11), so must be confirmed from the counter-hit link into 5LK.
CH 2LP/5LP, 2MP/5MP > 236MK/(236KK, 623HP) Anywhere/Midscreen 1680/2170 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Easy Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP reaches slightly farther and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled into from 2MP. The knockback from MK Donkey Kick allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's Super 3, but only just (use LK Donkey Kick vs Cammy to guarantee a safe Denjin Charge here).
CH 2LP/5LP, 2MP > Denjin 214P, 214MK/236MK/623HP Anywhere/Corner 2000/2120/2240 0 0 Easy A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium Punch. All of Ryu's specials can be combo'd after the launch without the aid of Parry Drive Rush (PDR), but (MK Tatsu, MK Donkey Kick and corner-only HP Shoryuken) represent the most useful and damaging options without PDR.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5LP, 2MK > 236MK/623HP/(236KK, 623HP) Anywhere/Midscreen 1600/1740/2090 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Medium Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or slightly farther than close-range at variable frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical.
PC 5LK > 214MK/(236KK, 623HP)/(Denjin 214PP, dash, 2HP > 623HP) Anywhere 1160/1910/2400 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Medium/Hard Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent farther than 2LP/5LP distance from Ryu at -5 or more frame disadvantage. Two examples of this are Jamie's LP/MP Swagger Step (which can be safe if spaced but are both -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2MK > 214MK/236MK/(236KK, 4HK > 623HP) Anywhere 1300/1460/2170 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Very Easy/Easy Though 2MK combos to almost all versions of your specials on normal hit, MK Donkey Kick and MK Tatsu are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. MK Donkey Kick is punishable but less so than any version of Tatsu and leaves you free to pop a Denjin charge. MK Tatsu has great corner carry. Note that any instance of MK Tatsu from here on out can be swapped with HK Tatsu for slightly more damage and a side swap, and OD Donkey Kick extensions can buff up the damage significantly.
2MK > 236LP/236MP/236HP Anywhere 980 0 0 Very Easy As of the 12/02/2024 balance update, 2MK had its cancel window moved forward by 2 frames, making Ryu's classic option of "Low Forward Fireball" significantly more powerful than it had been. In practice, this means that 2MK > 236HP is always a true blockstring even at max-range, and 2MK > 236LP is DI-safe as the opponent now cannot punish the LP Hadoken cancel with DI (2MK > 236MP appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing 2MK > 236P into a Drive Impact is still a hazard if Super Art 3 is not available to be canceled into, so don't get predictable.
5MP, 2MP > 214MK/236MK/623HP Anywhere 2000/2160/2320 0 0 Very Easy This is a consistent combo that works when you aren't right next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards.
5MP, 4HP > 236HK/623HP Anywhere 2440/2520 0 0 Very Easy You have to be point blank for the 4HP to link after the 5MP. This is best achieved after a cross-up j.MK, as the cross-up hit will pull the opponent towards Ryu as he lands. 4HP is your ONLY normal that naturally combos into HK Donkey Kick.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 5MP, 2MK > 214MK/236MK/(236KK, 623HP) Anywhere 2020/2180/2770 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Easy This combo may be familiar if you read the Normal Hit section above, as it simply demonstrates that 5MP, allows a link to 2MK, on counter-hit and all possible follow-ups thereon. This can be useful after a short Light blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced 5MP, to intercept their mash and be prepared to link into 2MK, for a combo upon confirming the counter-hit.
CH 5MP, 2HK, dash, meaty 5HP Anywhere 1620 0 0 Easy Definitely not the most damage that can be taken from a counter-hit 5MP, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in 2HK can grant some oki, with a +2 on block meaty 5HP in this instance. See Strategy for more meaty setups/okizeme.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5MP, 5HP ~> HK, DENJIN CHARGE Anywhere 2320 0 0 Easy As of the 22/05/2024 balance patch, Ryu's High Double Strike target combo (5HP ~> HK) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty 5MP/2MP setup is available here.

Normal Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HK, 2MK > 214MK/236MK/623HP Anywhere 2200/2360/2520 0 0 Easy A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to 5HK whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see Drive Impact and Stun Combos).
6HK > 214K/214KK Anywhere 1700/2300 0/SF6 drive gauge.pngSF6 drive gauge.png 0 Hard This is a viable one-hit confirm, similar to 5HP, with the difference that 6HK goes over lows late into its startup. As of the 12/02/2024 balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as OD Aerial Tatsu, for a meterless cancel option plus decent dash-up oki midscreen.
6HP, 2MP > 214MK/623HP Anywhere 2200/2520 0 0 Very Easy Solar Plexus Strike (6HP) allows a link into 2MP. HP Shoryuken is your highest damage meterless combo ender from this link. MK Tatsu gives you corner carry and oki.
6HP, 2MP, 5LK > 214MK/236LK Anywhere 2340/2410 0 0 Easy As 6HP pushes Ryu forward, the link from 2MP into 5LK becomes much more reliable than it might otherwise be. LK Donkey Kick gives you space to pop Denjin and is a safe jump in the corner. The MK Tatsu ender does provide oki, but this oki is worsened midscreen as you can only forward dash and Jab if they Back-Rise.
6HP, 2MP > 236KK, 4HK > 623HP/236LK/236MK Midscreen 3070/2905/2960 SF6 drive gauge.pngSF6 drive gauge.png 0/3 Medium As of the 22/05/2024 balance patch, Ryu can now combo into LK and MK versions of Donkey Kick as well as the standard HP Shoryuken cancel out of 4HK. These new options do less damage but give enough space to stock a Denjin Charge safely vs most characters. Each of these enders is a viable cancel into Super Art 3.
Counter Hit
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
CH 6HP, 4HP > 236HK, (623MP) Anywhere/Corner 2800/3640 0 0 Easy If the opponent is counter-hit by Solar Plexus Strike (6HP), the frame advantage on-hit increases to +8, allowing either 2MK or 4HP to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into 4HP > 236HK allows a juggle with (623MP) for big damage.
Punish Counter
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 236HK, 6HK > (214K/214KK, 236236P/236236K) Corner 3080/4660/5760 0 0/1/3 Medium A demonstration of how the changes to Ryu's 6HK as of the 12/02/2024 balance update can be integrated into his combos. In this case, 6HK > 214K can juggle the opponent as they are in the rolling animation caused by the PC 236HK. If 214KK is used instead, then Super Art 1 and Super Art 3 can be linked as the opponent is falling.
PC 5HK, dash, 2HP > 623HP/(236KK, 623HP) Anywhere/Midscreen 3000/3430 0/SF6 drive gauge.png 0 Easy An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC 5HK puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see Drive Rush Combos below, or HP Shoryuken > Super Art 3 cancel routes) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's bounce so as to make follow-up juggles more reliable.
PC 5HK, 4HP > 236HK, 623MP Corner 3760 0 0 Medium Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent at close-range.
PC 6HK, 5LK > 236LK / (214KK, 623HP) Anywhere/Corner 2140/3040 0 / SF6 drive gauge.pngSF6 drive gauge.png 0 Medium As 6HK has low-crush properties after frame 13, it is very possible for it to land as a Punish Counter vs an opponent going for a low attack. In this case, 5LK links from quite far out and cancels reliably into LK Donkey Kick. In the corner this gives a safejump, but OD Tatsu linked into HP Shoryuken can be substituted in for a major damage boost.
PC 5HP/2HP/4HP > 214HP, 214LP, 623MP Corner 3090 0 0 Medium HP Hashogeki does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his Heavy Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: 4HP is the fastest at 7-frames startup and can be used to punish Lights on Perfect Parry but is also very short-range; 5HP is much farther reaching and can punish Mediums. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to 1545.

SUPER ART COMBO ROUTES

Ryu's Super Art 1, Shinkuu/Denjin Hadoken can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner. NOTE: with Denjin Charge, Shinkuu Hadoken becomes Denjin Hadoken and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shinkuu Hadoken .

SA1 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
236PP, 236236P Corner 2400 SF6 drive gauge.pngSF6 drive gauge.png 1 Medium A corner-only juggle from OD Hadoken. Two ideal starters to fish for this combo with are 5LK and 5HP, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the OD Hadoken knockback for the Super Art 1 to reliably connect afterwards
214KK, 236236P Corner 3000 SF6 drive gauge.pngSF6 drive gauge.png 1 Easy Another corner-only juggle into Super Art 1, this time from OD Tatsu. This is relatively easy to combo into, as OD Tatsu is comboable from Ryu's Light normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.
( 214HP OR Denjin 214P OR Counter-Hit 214LP/214MP ), 236236P Anywhere Variable Variable Variable Variable Ryu has numerous juggle routes following a Hashogeki launch, and Super Art 1 can fit very neatly at the end of them, occasionally as the only move he has that will reach. Many of these involve different numbers of Parry Drive Rushes and are too numerous to list here. See Advanced/Niche Combos below for more info on Hashogeki juggle routes.
PC 236HK > 236236P Anywhere 3560 0 1 Easy Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge.

Ryu's Super Art 2, Shin/Denjin Hashogeki can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to OD Donkey Kick and OD Hashogeki. Shin/Denjin Hashogeki has three levels of charge that can be activated by holding down the attack button. NOTE: with Denjin Charge, Shin Hashogeki becomes Denjin Hashogeki and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is Shin Hashogeki .

SA2 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > DENJIN 214PP > 214214P Anywhere 3120-4000 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Your basic grounded route into Super Art 2. Without Denjin Charge, the OD Hashogeki will not crumple on hit and the Shin Hashogeki must be released immediately after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. The two starters used to measure damage were 2MK and 5HP. Min and Max damage are inclusive of routes with/without Denjin Charge and Level 2/Level 3 charges of 214214P.
Starter > 236KK > 214214P Midscreen 3090-3850 SF6 drive gauge.pngSF6 drive gauge.png 2 Medium Another route into the level 3 charge that does a hair less damage overall.
Any Medium/Heavy Starter > Denjin 214PP > 214214P, PDR, 2HP > 623HP Corner 4236 - 5186 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 2 Hard A notable route in that Super Art 2 is used in the middle and not at the end. The crumple from Denjin Charged OD Hashogeki allows the Super to be charged up to level 3, after which they can be juggled with a Parry Drive Rush-enhanced 2HP. The Parry Drive Rush link can be omitted by just performing HP Shoryuken after the Super Art 2, making the combo easier at the cost of about 200 damage. The two starters used to measure damage were 2MK and 5HP.

Ryu's Super Art 3, Shin Shoryuken can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in HP Shoryuken or HK Donkey Kick, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's Super Art 3. NOTE: at low health Super Art 3 becomes Critical Art and does significantly more damage. For simplicity's sake, all damage values are based on the regular Super Art 3.

SA3 Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Medium/Heavy Starter > 236KK, HP Shoryuken > 236236K Midscreen 4050 - 4950 SF6 drive gauge.pngSF6 drive gauge.png 3 Medium A key point of Ryu's Super Art 3 cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly above Ryu. In this case, if Ryu performs the HP Shoryuken too early after the OD Donkey Kick, then the Super will whiff beneath the juggled opponent. The HP Shoryuken must be performed as late as possible before the opponent hits the ground so that the Super Art 3 cancel is guaranteed to connect. The two starters used to measure damage were 2MK and 5HP.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK > 236236K Anywhere 4179 - 5079 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 3 Medium A simple DRC route into Super Art 3, using HK Donkey Kick as the cancel point. HK Donkey Kick is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and Super Art 3 will whiff. Upon grounded connects such as this however, it can be relied upon to connect. The two starters used to test damage were 2MK and 5HP.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623MP, 236236K Corner 4683 - 5403 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 3 Hard A high damage level 3 corner combo. It has a link between 5HP and 4HP, after HK Donkey Kick, and a tight cancel from MP Shoryuken into Super Art 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP, 236236K Corner 6145 SF6 drive gauge.pngx6 3 Hard You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the HK Donkey Kick and MP Shoryuken and substitute a HP Shoryuken canceled into Super Art 3.

DRIVE RUSH COMBOS

Parry Drive Rush Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PDR, 6MP, 5MP > 214MK/236MK/623HP Anywhere 2000/2160/2320 SF6 drive gauge.png 0 Medium This is a core part of your Drive Rush high-low strike mixup, 2MK being the other. On block, the Parry Drive Rush-enhanced 6MP is +3, so Ryu is in a strong position to mixup the opponent at point-blank.
PDR, 2MK, 5LK > 214MK/236LK Anywhere 1440/1510 SF6 drive gauge.png 0 Medium The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the Parry Drive Rush-enhanced 2MK is -2 on block, which is safe but still allows the opponent to take their turn.
Any Medium starter > 236KK, PDR, 5MP, 6HK > 214K, safe jump Anywhere 2180/2632 SF6 drive gauge.pngx3 0 Medium A demonstration of how PDR mid-combo can provide utility as well as expanded damage. In this case, a PDR following OD Donkey Kick enables a juggle route ending in a +42 knockdown and a safe jump. This concept can be applied as well to launch states resulting from Hashogeki (see Hashogeki Juggles below). The starters used to test damage values were 2MK and 2MP.
Starter > 214KK, PDR, 5MP/2MP > 214MP, 623HP Corner 2650-3550 SF6 drive gauge.png 0 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. 2MP will reach a bit farther in this context letting 214KK be used slightly farther out.

Drive Rush Cancel Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Any Light/Heavy Starter > DRC, 5LP, 4HP > 236HK/623HP/(236HK, 623MP) Anywhere/Corner 1639/1690/2143 SF6 drive gauge.pngx3 0 Medium A standard DRC combo route that can be landed easily from Light confirms, links into Light normals or in punish situations. Does some healthy damage in the corner with the familiar HK Donkey Kick into MP Shoryuken juggle.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK/623HP Anywhere 2179 - 3130 SF6 drive gauge.pngx3 0 Medium The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from 4HP to HP Shoryuken can be finicky but becomes easier after some practice. In the corner, HK Donkey Kick can juggle into LP Shoryuken, making it the superior choice in that part of the screen. The starters used to measure damage were 2MK and 5HP.
PC (DI or 5HK), 5HP > DRC, 5HK > 5HP > DRC, 5HK > 5HP > 623HP > 236236K Anywhere 5539/6235 SF6 drive gauge.pngx6 3 Easy Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC 5HK or PC Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is the bread-and-butter meter dump combo for Ryu.
PC (DI or 5HK), 5HP > DRC, 5HP, 4HP > DRC, 6HP, 4HK (2nd hit) > 623HP > 236236K Anywhere 5438/6116 SF6 drive gauge.pngx6 3 Medium An unusually flashy Punish Counter combo that utilises almost all of Ryu's Heavy command normals. It looks very Killer Instinct in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes 5HP > DRC, 5HK loop
PC (DI or 5HK), 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP > 236236K Corner 5676/6450 SF6 drive gauge.pngx6 3 Medium A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the 236HK, 623MP can be replaced with 623 HP for 162/241 less damage (depending on the starter).
PC 236HK, PDR, 4HP > dj. 214P, PDR, 5HP > DRC, dl.5HP > DRC, dl.4HP > 236MK, 623HP > 236236K Corner 6442/6758 SF6 drive gauge.pngx6 3 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 306 less damage.

DRIVE IMPACT AND STUN COMBOS

Drive Impact Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC Drive Impact, 5HK, 2MK > 623HP/(Denjin 214P, PDR, 5HP > 214LP, 2HK) Anywhere 2870/3390 0 / SF6 drive gauge.png 0 Easy The HP Shoryuken ender represents the highest damage meterless combo available following a PC 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. As of the 22/05/2024 balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of 2MK; the follow-up juggle requires only a little Drive Gauge (in the form of a Parry Drive Rush) to give some huge returns. See Advanced/Niche Combos below for more post-Hashogeki juggles.
PC Drive Impact, 6HP, 2MP, 5LK > 236LK Anywhere 2750 0 0 Easy An alternative starting route for the combo above, also meterless, but this one ends in LK Donkey Kick, allowing a safe Denjin Charge at midscreen or a safe jump in the corner.
PC Drive Impact, dash, 2HP > 214MP, 623HP Corner 3000 0 0 Easy A corner-only meterless Drive Impact combo that utilises MP Hashogeki to juggle the opponent and extend the combo. The HP Shoryuken ender hits low enough that it can be combo into a Super Art 3 cancel.
PC Drive Impact, 6HP, 2MP > Denjin 214P, 214LP, 623LP Corner 3290 0 0 Medium The aforementioned Solar Plexus Strike (6HP) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The LP Shoryuken ender can also be canceled into Super Art 3 for a huge damage burst.
PC Drive Impact, neutral jump, 8HP, 6HK > 214KK, (623P/236236P/236236K) Anywhere 3060/3340/3760/5060 SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Medium A two-bar extension for when Denjin Charge is not available. In the corner, this can be extended meterlessly with 623P (strength doesn't matter, even for OD Shoryuken, as only the aerial frames will connect) or resources can be spent instead on a link to Super Art 1 or Super Art 3.
PC Drive Impact, 5HK, 2MK > Denjin 214PP, 5HP > 623HP Anywhere 3470 SF6 drive gauge.pngSF6 drive gauge.png 0 Easy With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some punishing damage. It is difficult to stack extra damage on top of this without canceling the HP Shoryuken ender into Super Art 3.
PC Drive Impact, 5HK, 2MK > Denjin 214PP, dash, 2HP > 214LP, 623HP Corner 3610 SF6 drive gauge.pngSF6 drive gauge.png 0 Medium This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an airborne and juggleable state. This delay is achieved by the use of a forward dash before the 2HP, followed by a corner juggle with LP Hashogeki into HP Shoryken. This can also be canceled into Super Art 3.

Wall Splat Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Wall Splat, 5HP > 214MP, 623HP Corner 2176 0 0 Easy Most damage for nothing off a Wall Splat. Except for...
Wall Splat, 5HP > Denjin 214P, j.MP (2nd hit) > ( 214K/214KK, Super 1 or 3 ) Corner 2232/3288/4568 0/SF6 drive gauge.pngSF6 drive gauge.png 1/3 Medium Without spending Drive on the OD Aerial Tatsumaki, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, 5HP > HK Donkey Kick does 1680 damage and gives Ryu a safe jump as a consolation prize. Otherwise the full combo does present an opportunity to combo into Ryu's Super Art 1 or even Super Art 3 for a big damage boost
Wall Splat, 5HP > Denjin 214P, PDR, 4HP > 236MK, 623MP Corner 3320/3502/3554 1/SF6 drive gauge.png 0 Hard Landing the final 623MP requires frame perfect execution, the combo can be made significantly easier by replacing the 4HP with a 5MP/2MP and/or the 623MP with a 623LP at the expense of a little bit of damage. 3320 damage is with 1 bar used, the 3502 and 3554 damage values are from extending the combo further with one or two DRC respectively and replacing the 623MP with a 623HP. The final dp of all combo variants can be canceled into SA3 for more damage.

Stun Combo Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Denjin Charge (DC), j.HP, 4HP > 236HK, 623MP Corner 2780 0 0 Medium Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a 4HP > DRC, 5HP after the jump-in before linking back into the 4HP, but this is probably not worth it for three bars unless the enemy really is that close to death.
DC, j.HP, 5HP > Denjin 214PP, dash/walk, 5HP > 214MP, 623HP > SA3 Corner 5020 SF6 drive gauge.pngx2 3 Easy Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over.
DC, j.HK, 5HK, 2MK > 214KK, PDR, 5MP > Denjin 214P, j.MP (2nd hit) > 214KK, SA1 or 3 Corner 3512/4912 SF6 drive gauge.pngx5 1/3 Hard An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case Super Art 3 is not available.
DC, j.HK, 5HP > Denjin 214PP, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623MP > SA3 Corner 5186 SF6 drive gauge.pngx6 3 Medium A meter dump combo using the 5HP > DRC, 5HK loop and Super Art 3. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.
DC, Full Charge 214214P, PDR, 2HP > DRC, 2HP > 236MK, 623HP/236236P Corner 4780/4984 ~SF6 drive gauge.pngx4.5 2/3 Medium The max damage route if you just want to spend Level 2 or if you are tired of watching the cutscene. You can spend Level 1 at the end if you are worried that it won't kill.

MAX DAMAGE PUNISHES

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
PC 5HK, 5HP > Denjin 214PP, 5HP > 214KK, PDR, 2MP > DRC, 2HP > 236MK, 623HP > 236236K Corner 6742/6992 SF6 drive gauge.pngx6 3 Hard This is Ryu's max damage full resource dump from a standard PC 5HK. With CA it nearly breaks 7k damage.
PC 5HK, 5HP > Denjin 214PP > 214214P, PDR, 2HP > DRC, 2HP > 236MK, 623HP/236236P Corner 6122/6372 SF6 drive gauge.pngx6 2/3 Hard Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on Shinku Hadoken at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after Shin Hashogeki will allow Ryu to build back a slight amount of Drive avoiding burnout entirely.
PC 236HK, Denjin 214P, DRC , 4HP > DRC, 2HP > DRC, 2HP > 236MK, 623HP > 236236K Corner 7014 SF6 drive gauge.pngx6 3 Hard Has rather specific timings and the juggle height needs to be just right for the 623HP to hit.

ADVANCED/NICHE COMBOS

Trade Combos w/SetupsCapitalising off favourable trades


If the opponent is given a gap in offence of 4 frames, enough time for the 1st active frame of their fastest normal to come out, it is possible to force them into a trade situation at relatively low risk. The following setups demonstrate some of the ways Ryu can force favourable trades that allow him to combo for big damage. All setups are tested to work against both a 4-frame normal with the lowest hitstun in the game and one with the highest. Respectively, these are as of March 2024 Dee Jay's 5LP (13 frames natural hitstun) and Manon's 5LP (17 frames, tied with Honda and JP's 2LPs).

Trade Combo Routes
Trade Setup Position Adv. (max/min) Link into... Notes
5LP > CH 214LP !TRADE! Anywhere Launch PDR, 5HP, etc.

A built-in frametrap from Ryu's LP Hashogeki. At -3 on block, this is not abuseable, but then again it isn't punishable either. The trade is only possible because of the shorter hitstun on Ryu's 5LP compared to his 2LP, the latter being a more true frametrap. The bonus of this trade is that it allows more damaging links following the launch, as CH LP Hashogeki is usually limited to juggles with specials, Super Art 1 or PDR into a Medium Punch due to its long recovery. The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as PDR, 5HP is a reliable link and is always the best and most versatile metered option, comboing into either HP Shoryuken or HK Donkey Kick. For extra damage in the corner, PDR, 5HP > MP Hashogeki, HP Shoryuken provides excellent damage for one Drive bar, and can cancel into Super Art 3.

Forward throw, PDR, CH 5HP !TRADE! Anywhere +18/+14 5HP, 2MK, 2HK, (vs. Dee Jay) 6HK

Potentially one of the strongest trade setups in the right matchups. The link from PDR CH 5HP to 5HP after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. MK Donkey Kick) all the way up to a Drive Rush Cancel meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link 6HK > OD Tatsumaki. The tricksiest part of this setup is that the Parry Drive Rush can be feinted with 5LP to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out any reversal from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's SA1, Dhalsim's SA2 and will be caught by Gief's, Lily's and Manon's SA3).

Something +1/+2/+3 on block, CH 623LP/623MP/623HP (use the respective version for the block advantage) !TRADE! Anywhere Launch of varying quality Followup Combo HIGHLY dependent on position and version of Shoryuken used

It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. Light Shoryuken's trade doesn't lead to much besides a Medium Tatsu or Shinku Hadoken midscreen or a 623HP in the corner. On the other hand, Heavy Shoryuken and Medium Shoryken both let you jump for a full j.MP late hit Air Tatsu to Heavy Shoryuken in the corner (with the obvious cancel to Shin Shoryuken). Flex your reads and make friends laugh (or cry).

Hashogeki Juggle RoutesMidscreen and Corner


Sitting at the flashier end of Ryu's kit in SF6, Ryu can launch the opponent via his new move Hashogeki. There are several ways in which this move can launch the opponent.

  1. HP Hashogeki
  2. Denjin-Charged non-OD Hashogeki
  3. Counter-Hit Light
  4. Counter-Hit Medium Hashogeki

Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing.
As for comboing into them, #2 is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable Mediums; #1 is the second-easiest, as Ryu can combo into it from PC or PDR-enhanced 4HP and 2HP (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block LP Hashogeki while #4 is a Counter-Hit from the punishable MP Hashogeki, making them harder to achieve and more risky to go for.
The following is a list of possible follow-ups sorted according to the type of launch. NOTE: all damage values for Launch Types #3/#4 use LP Hashogeki, launches from MP Hashogeki will do more damage than is listed.

Hashogeki Juggle Routes
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
HP/DC Hasho, ( 214MK/236MK/PDR, 5HP > 214LP, 2HK ) Anywhere 1800/2000/2487 0/SF6 drive gauge.png 0 Easy LAUNCH TYPE: #1, #2 - A set of bread-and-butter juggles that work off either the HP Hashogeki launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with 5HP > MK Donkey Kick > Super Art 3 for a decent 4268 damage total.
CH LP/MP Hasho, ( PDR, 2MP > 214MK OR 236MK/236236P ) Anywhere 2030/2166/2840 0/SF6 drive gauge.png 0/1 Medium/Easy LAUNCH TYPE: #3, #4 - Counter Hit LP/MP Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link MK Tatsu or MK Donkey Kick, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type.
HP/DC Hasho, PDR, 5HP > DRC, 4HP > 236HK ( > 236236K ) Anywhere 4791 SF6 drive gauge.pngx4 0/3 Medium LAUNCH TYPE: #1, #2 - A fancy high-damage route into Super Art 3 from HP Hashogeki. Even without the Super cancel, this combo does respectable damage.
CH LP/MP Hasho, ( PDR, 2MP > DRC, 5HP > 236HK ( > 236236K ) Anywhere 4661 SF6 drive gauge.pngx4 3 Medium LAUNCH TYPE: #3, #4 - An application of similar routing for the Counter-Hit LP/MP Hashogeki launch
HP/DC Hasho, 214LP, 623LP ( > 236236K ) Corner 2380/4780 0 3 Medium LAUNCH TYPE: #1 - A strong meterless combo by itself, this is also an excellent route into Super.
HP/DC Hasho, PDR, 5HP > 214MP, 623HP ( > 236236K ) Corner/Near-Corner 2850/4850 SF6 drive gauge.png 3 Medium LAUNCH TYPE: #1, #2 - A notable boost in Damage for 1 Drive bar, the most economical HP/Denjin launcher route Ryu has in the corner with or without Super. Note that this combo does not have to begin in the corner, the opponent can be carried into it by the first half of the combo.
CH LP/MP Hasho, ( PDR, 2MP > DRC, dl.5HP > 214MP, 623HP ( > 236236K ) Corner/Near-Corner 3080/5080 SF6 drive gauge.pngx4 3 Hard LAUNCH TYPE: #3, #4 - The manual delay following the DRC allows the 5HP to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same DRC, delay 5HP link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise).

j.MP Air-To-Air Juggle RoutesMaking the most of air-to-airs


Ryu's j.MP puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/OD Aerial Tatsu. There are a wide spread of possible options for Ryu to juggle afterwards, but they are often dependent on the timing with which the j.MP connects along Ryu's own jump arc. This section will help to map out the opportunities for extra damage that exist within this interaction.

j.MP Air-To-Air Juggles
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
rising j.MP, 2nd Hit
=> 214K/214KK (corner only, 623HP/236236P/236236K)
Anywhere/Corner 1600 / 2200 /
(2720 / 3500 / 4800)
0/SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Easy/Medium By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air j.MP. By itself, this does decent anti-air damage, but buffing the ender with OD Aerial Tatsu or extending it in the corner with Super Art 1 provides excellent value for meter.
mid-jump, j.MP
=> 623HP/236236K
Anywhere 2100 / 4700 0 0/3 Medium A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the j.MP uncanceled and land, before performing a HP Shoryuken. The 5-frame startup LP Shoryuken is a safer meterless option for when the opponent is too close to the ground, and the 6-frame SA3 is a big damage juggle.
exiting peak of jump, j.MP
=> forward jump j.MP (2nd hit) > 214K/214KK/236LK > SA3
Midscreen 2120 / 2600 / 4600 0/SF6 drive gauge.pngSF6 drive gauge.png 0/3 Hard The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "last moment" j.MP air-to-air juggles.
exiting peak of jump, j.MP
=> forward jump j.MP > 214K/214KK, 236236P/236236K/214LP, 623LP > 236236K
Corner 3700 / 4800 / 4680 0/SF6 drive gauge.pngSF6 drive gauge.png 0/1/3 Hard These are the possible corner extensions for the above "last moment" j.MP air-to-air juggles.



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