Street Fighter 6/Ryu/Strategy

From SuperCombo Wiki


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.


Okizeme

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible; all midscreen oki also functional in the corner;

All scenarios assume the opponent is grounded when hit.

Okizeme Routes - Grounded Connect
Knockdown KD Adv. Oki/Notes
Forward Throw +17 MIDSCREEN:
=> Parry Drive Rush, 5HP !TRADE! (vs 4-frame normals); can link 5HP after trade vs every character (frame advantage dependent on hitstun of opponent's 4-frame normal).
=> LP Hadoken -> HP Hadoken fireball trap vs back-rise (opponent can be anti-aired if they forward jump before/after blocking LP Hadoken); meaty on in-place rise, beats Level 1 Supers and JP's OD Amnesia: (+3oH/+5cH/-3oB)
CORNER:
=> Easy corner throw loops; framekill 5LP to auto-time, or manually time to threaten a shimmy.
=> framekill 5LP, Counter-Hit 5MP: (+5oH/+7cH/+0oB)
=> counter-hit 6HP: (+6oH/+8cH/+3oB)
Back Throw +11 No effective pressure immediately after back throw on opponent anywhere on screen
Drive Impact
(No Crumple)
+35 MIDSCREEN:
=> No effective oki midscreen due to knockback
CORNER:
=> framekill 5LP, meaty 6MP: (+5oH/+7cH/+1oB)
=> framekill 2MP, meaty 5HP: (+8oH/+10cH/+2oB)
=> forward dash, LP Hashogeki: (+7oH/LAUNCHcH/+2)
=> forward dash, framekill 5LP, counter-hit 5MP/throw: (5MP: +7oH/+9cH/-1oB)
Drive Reversal +23 MIDSCREEN:
=> [-]
CORNER:
=> framekill 5LK, meaty throw/safejab 5LP (safejab against 9-frame reversals): (+6oH/+8cH/+1oB)
=> meaty LP Hadoken: (+9oH/+11cH/+3oB)
=> meaty 6HP: (+8oH/+10cH/+5oB)
2HK HKD +32 ANYWHERE:
=> dash, meaty 5HP: (+8oH/+10cH/+2oB)
=> PDR, meaty 6MP: : (+8oH/+10cH/+4oB)
=> meaty HP Hashogeki (DI-safe): (LAUNCHoH/LAUNCHcH/+2oB)
CH/PC 2HK HKD +47 ANYWHERE:
=> framekill LP Hashogeki, meaty 5HP: (+7oH/+9cH/+1oB)
=> framekill 5HP, meaty LP Hashogeki: (+6oH/LAUNCHcH/+1oB)
=> framekill 6HK, meaty 5MP: (+10oH/+12cH/+2oB)
=> corpse-hop LK Tatsu (+1)
=> framekill 2LP, meaty HP Hashogeki (DI-safe): (LAUNCHoH/LAUNCHcH/+2oB)
5HP~HK (High Double Strike)
5MP~LK~HK (Fuwa Triple Strike)
+36 (+7 w/ Denjin Cancel) MIDSCREEN:
=> can use Parry Drive Rush to chase, no auto-timed oki
CORNER:
=> (5HP~HK/5MP~LK~HK), Denjin Charge, meaty 5MP: (+9oH/+11cH/+1oB)
236P
Hadoken
+52 HP (w/ Denjin)
+54 (OD)
+57 (OD w/ Denjin)
MIDSCREEN: All versions allow for a safe Denjin Charge


=> 236HP w/ Denjin
--> LP Hadoken, Parry Drive Rush fireball trap on back-rise (opponent can be anti-aired on both neutral and forward jump)
--> meaty LP Hadoken on in-place rise, true string Parry Drive Rush, 5HP: (+2ob)

CORNER:
=> 236HP w/ Denjin [NEAR CORNER]
--> forward dash, meaty 236HK: (LAUNCHoH/LAUNCHcH/+4)


=> 236PP [NEAR CORNER]
--> forward dash x2, 6HP !TRADE! (vs 4-frame normals); can link 2MK after trade vs every character

=> 236PP w/ Denjin [NEAR CORNER]
--> forward dash x2, counter-hit 6HP: (+6oH/+8cH/+3)

623P
(Shoryuken)
+38/34/29/29
(L/M/H/OD)
MIDSCREEN:
=> 623HP
--> Parry Drive Rush, counter-hit 6MP: (+7oH/+9cH/+3oB}})
CORNER:
=> 623HP
--> framekill 5LP, meaty LP Hashogeki: +7/LAUNCHcH/+2oB)
--> framekill 2LK, meaty 5HP: (+8oH/+10cH/+2oB)
--> counter-hit 214HP: (LAUNCHoH/LAUNCHcH/+2)
214K
(Tatsumaki Senpu-kyaku)
+35 (LK)
+23/38 (MK 1st/2nd)
+20/35/50 (HK 1st/2nd/3rd)
+57 (OD)
MIDSCREEN:
=> 214LK
--> forward dash, LP Hashogeki: (+7oH/LAUNCHcH/+2oB)


=> 214MK
--> LP Hadoken -> HP Hadoken fireball trap vs back-rise (opponent can be anti-aired on forward jump before/after blocking LP Hadoken); meaty on in-place rise: (+9oH/+11cH/+3)

CORNER:
=> 214LK
--> framekill 5LP, meaty 6MP: (+5oH/+7cH/+1oB)
--> framekill 2MP, meaty 5HP: (+8oH/+10cH/+2oB)
--> forward dash, framekill 5LP, counter-hit 5MP/throw: (5MP: +7oH/+9cH/-1oB)


=> 214MK (1st hit),
--> framekill 5LK, meaty throw/safejab 5LP (safejab against 9-frame reversals): (+6oH/+8cH/+1oB)
--> meaty LP Hadoken: (+9oH/+11cH/+3oB)
--> meaty 6HP: (+8oH/+10cH/+5oB)

236K
(High Blade Kick)
+42/40/45
(L/M/H)
+45~65 Wall Bounce (OD)
MIDSCREEN:
=> All non-OD versions allow for a safe Denjin Charge
CORNER:
=> 236LK
--> safejump


=> 236MK
--> forward dash, framekill 5LP, meaty 5MP: (+10oH/+12cH/+2oB)

=> 236HK [NEAR CORNER]
--> forward dash x2, meaty 5MP: (+9oH/+11cH/+1oB)

SA1 - 236236P
(Shinku Hadoken)
+26
+27 (Denjin)
MIDSCREEN:
=> [-]
CORNER:
=> (On grounded opponents) forward dash > 5MP: (+9oH/+11cH/+1oB); w/ Denjin: (+10oH/+12cH/+2oB)
SA2 - 214214P
(Shin Hashogeki)
+20 (Lv.1/2)
+78 Tumble (Lv.3)
MIDSCREEN:
=> [-]
CORNER:
=> 6HP: (+6oH/+8cH/+3oB)
=> meaty 214PP: (+6oH/+8cH/+6oB)
SA3/CA 236236K
(Shin Shoryuken)
HKD +8 MIDSCREEN:
=> [-]
CORNER:
=> 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

All scenarios follow a juggle sequence or aerial connect

Okizeme Routes - Aerial/Juggle Connect
Launch (...) Knockdown KD Adv. Oki/Notes
CH 214LP/214MP, PDR, 2MP > 236MK +40 CORNER:
--> forward dash, framekill 5LK, +3 strike/throw mix
CH 214LP/214MP, PDR, 2MP > 236HK +42 CORNER:
--> safejump setup
CH 214LP/214MP, PDR, 2MP > 214MK +40 ANYWHERE:
--> forward dash, walk-up throw/5MP (manually-timed)
CH 214LP/214MP, PDR, 2MP > DRC, 5HP > 236HK +46 CORNER:
--> forward dash x2, meaty 5MP: (+10oH/+12cH/+2oB)
--> framekill 5LP, meaty 236HK: (LAUNCHoH/LAUNCHcH/+4oB)
214HP, PDR, 5HP > 214LP, 2HK +39 ANYWHERE: works w/ or w/o Denjin Charge
--> forward dash, PDR, counter-hit 5HP: (+8oH/+10cH/+2oB)
--> PDR, meaty 5HP: (manually-timed)
--> framekill 2LK, meaty LP Hadoken: (+9oH/+11cH/+3oB)
214HP, PDR, 4HK (2nd hit) > 214MK +24 ANYWHERE: works w/ or w/o Denjin Charge
--> forward dash, meaty throw/safejab 5LP (safejab against 9-frame reversals): (+6oH/+8cH/+1oB)
214HP, PDR, 5LP, 6HK > 214K +42 CORNER: works w/ or w/o Denjin Charge
--> safejump setup
214HP, 214LP, 623LP +37 CORNER: works w/ or w/o Denjin Charge
--> framekill 5HP, meaty throw/safejab 5LP (safejab against 9-frame reversals): (+6oH/+8cH/+1oB)
--> framekill 2LP, meaty LP Hadoken: (+9oH/+11cH/+3oB)
214HP, PDR, 5HP > 214MP, 623HP +29 CORNER: works w/ or w/o Denjin Charge
--> PDR, counter-hit 6MP: (+7oH/+9cH/+3oB}})
--> framekill 5LP, meaty LP Hashogeki: +7/LAUNCHcH/+2oB)
--> framekill 2LK, meaty 5HP: (+8oH/+10cH/+2oB)
--> counter-hit 214HP: (LAUNCHoH/LAUNCHcH/+2)
214HP, PDR, 5HP > DRC, 4HP > 236HK +45 CORNER: works w/ or w/o Denjin Charge
--> forward dash x2, meaty 2MP: (+7oH/+9cH/+2oB)
236HK, 623MP +32 CORNER:
--> meaty 236HK: (LAUNCHoH/LAUNCHcH/+3oB)
--> forward dash, meaty 5HP: (+8oH/+10cH/+2oB)
--> whiff 2MK, auto-shimmy (avoids throws due to pushback on whiff), +3 on whiff enables counter-hit 2MP, etc.
236PP, 623HP +30 CORNER:
--> framekill 5LP, counter-hit 6HP: (+6oH/+8cH/+3oB)
236PP, 236236P +26 CORNER:
--> forward dash, meaty 2MP: (+7oH/+9cH/+2oB)
--> PDR, whiff 5LP to bait reversals, +2 on whiff
DENJIN 214PP, dash/walk, 5HP > 214MP, 623HP +31 CORNER:
--> forward dash, meaty 5HP: (+7oH/+9cH/+1oB)
236KK, 4HK, 623HP +29 MIDSCREEN:
--> PDR, counter-hit 6MP: (+7oH/+9cH/+3oB}})
236KK, PDR, 5MP, 6HK > 214K +42 APPROACHING CORNER:
--> safejump setup
214KK, 623HP +31 CORNER:
--> forward dash, meaty 5HP: (+7oH/+9cH/+1oB)
214KK, PDR, 5MP/2MP > 214MP, 623HP +29 CORNER:
--> PDR, counter-hit 6MP: (+7oH/+9cH/+3oB}})
--> framekill 5LP, meaty LP Hashogeki: +7/LAUNCHcH/+2oB)
--> framekill 2LK, meaty 5HP: (+8oH/+10cH/+2oB)
--> counter-hit 214HP: (LAUNCHoH/LAUNCHcH/+2)
214KK, 236236P +27 CORNER:
--> framekill 2MP, meaty throw/safejab 5LP (safejab against 9-frame reversals): (+6oH/+8cH/+1oB)
Lvl 3 Charge 214214P, PDR, 2HP > DRC, 2HP > 236MK, 623HP +29 CORNER:
--> PDR, counter-hit 6MP: (+7oH/+9cH/+3oB}})
--> framekill 5LP, meaty LP Hashogeki: +7/LAUNCHcH/+2oB)
--> framekill 2LK, meaty 5HP: (+8oH/+10cH/+2oB)
--> counter-hit 214HP: (LAUNCHoH/LAUNCHcH/+2)
DRIVE IMPACT, wall splat 5HP, 214MP, 623HP +29 CORNER:
--> PDR, counter-hit 6MP: (+7oH/+9cH/+3oB}})
--> framekill 5LP, meaty LP Hashogeki: +7/LAUNCHcH/+2oB)
--> framekill 2LK, meaty 5HP: (+8oH/+10cH/+2oB)
--> counter-hit 214HP: (LAUNCHoH/LAUNCHcH/+2)
DRIVE IMPACT, wall splat 5HP > DENJIN 214HP, PDR, 4HP > 236MK, 623MP +32 CORNER:
--> forward dash, meaty 5HP: (+8oH/+10cH/+2oB)


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

  • OD Shoryuken (623PP) - Fully invincible with fast startup.
  • SA1 (236236P) - Fairly fast and strike/throw invincible, making it Ryu's best reversal when in Burnout.
  • SA2 (214214P) - Fully invincible, but slow enough that the opponent can meaty with a light normal. Note that holding the button reduces the total invincibility.
  • SA3/CA (236236K) - Tied for the fastest invincible reversal in the game, but the range is quite short. Useful in all-or-nothing scenarios where the extra damage can secure the win.


Anti-Airs

  • Shoryuken (623P) - Fast, consistent, and lots of air invincibility. Your ideal anti-air of choice in most circumstances. The LP version has the most invincibility, and is ideal for close jumps and cross-cuts. HP has a bit more range, making it useful against characters that can stop their jump momentum early.
  • 2HP - Has a decent vertical hitbox for close/mid range jumps. Good option if the opponent is in a Forced Knockdown state, possibly allowing a follow-up juggle.
  • 5HK - Slow, but can contend with some long-range jumps for a knockdown. Scoring a Punish Counter anti-air grants a much more consistent juggle for huge damage.
  • 4HK - Risky with a mediocre hitbox, but gives a ground bounce, allowing a cancel into Shoryuken, High Blade Kick, or Super
  • j.MP - Air-to-air that causes a knockdown. Cancelable into Air Tatsu for extra guaranteed damage.


Anti-Projectile

  • Hadoken (236P) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Hadoken will blow through any meterless fireball for a knockdown, letting Ryu establish a more advantageous fireball timing.
    • A Denjin enhancement makes the Hadoken faster and 2-hit, but doesn't change its priority against OD fireballs.
  • MK/HK Tatsumaki Senpu-kyaku (214K) - Not a viable tool on reaction, but as a hard read Ryu can hop over fireballs.
  • SA1 (236236P) - If done early enough, the Shinku Hadoken will destroy the opponent's fireball and pass through to hit the opponent. At longer ranges or against low-recovery fireballs, it is much more difficult to use this as a reaction counter.


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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