Street Fighter 6/Ryu/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Ryu HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Ryu Portrait.png 10000 0.8 0.047 0.032 19 23 1.252 0.923 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +4 -1 LH Chn Sp SA 13
5MP 600 6 4 11 20 +7 -1 LH Sp SA TC 16 (18 TC)
5HP 800 10 5 18 32 +4 -2 LH Sp SA TC 19 (22 TC)
5LK 300 5 3 11 18 +2 -4 LH Sp SA 13
5MK 700 9 3 18 29 +4 -4 LH -
5HK 900 12 4 20(22) 35 +9 +1 LH -
2LP 300 4 2 9 14 +4 -1 LH Chn Sp SA 11
2MP 600 6 4 13 22 +5 0 LH Sp SA 16
2HP 800 9 6 21(22) 35 +1 -7 LH Sp SA 18
2LK 200 5 2 10 16 +3 -3 L Chn
2MK 500 8 3 19 29 +1 -6 L Sp SA 13
2HK 900 9 3 23(29) 34(40) HKD +32 -12 L -
j.LP 300 4 10 3 land - +4(+9) 0(+5) H -
j.MP 350x2 8 2,3 3 land - +10(+13) +6(+9) H Sp
j.HP 800 9 6 3 land - +8(+15) +4(+11) H -
j.LK 300 6 10 3 land - +5(+10) +1(+6) H -
j.MK 500 7 6 3 land - +8(+13) +4(+9) H -
j.HK 800 12 8 3 land - +9(+15) +5(+11) H -
6MP 300x2 20 1,3 19 42 +3 -1 H,H -
6HP 400x2 20 2,3 16 40 +6 +3 LH -
4HP 800 7 4 25(26) 35(36) +1 -13 LH Sp SA 17
4HK 400x2 10(20) 5(5)3 21 43 0 -4 LH Sp SA 37(17)
6HK 800 16 4 20 39 +2 -4 LH Sp* 19
5MP~LK 300 5 3 16 23 +1 -4 LH TC 35
5MP~LK~HK 900(720) 17 4 20 40 KD +36 -8 LH -
5HP~HK 1000 9 4 20 32 KD +36 -8(-18) LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
5LP 20% Starter +8 -8 +4 -1 +8 +3 14 9 9
5MP +11 -13 +12 +4 +11 +3 22 14 11
5HP +8 -21 +17 +11 +8 +2 27 21 13
5LK 20% Starter +6 -12 +5 -1 +6 0 16 10 9
5MK +8 -19 +8 0 25 17 11
5HK KD +84 Crumple -21 +13 +5 33 24 13
2LP 20% Starter +8 -9 +5 0 +8 +3 15 10 9
2MP +9 -15 +12 +7 +9 +4 22 17 11
2HP +5 -24 +17 +9 +5 -3 27(22) 19 13
2LK 20% Starter +7 -10 +7 +1 15 9 9
2MK 20% Starter +5 -20 +11 +4 +5 -2 23 16 9
2HK HKD +47 -28 HKD +32 -8 19 13
j.LP +8(+13) -7(-2) 13 9 9
j.MP +14(+17) -5(-2) 15,17 (19) 11,13 (15) 8,10
j.HP +12(+19) -9(-2) 19 15 13
j.LK +9(+14) -7(-2) 14 10 9
j.MK +12(+17) -7(-2) 17 13 11
j.HK +13(+19) -8(-2) 19 15 13
6MP +7 -21 +7 +3 17,25 (26) 17,21 (22) 8,10
6HP +10 -19 +10 +7 25,25 (27) 8,22 (24) 10,12
4HP +5 -27 +20 +6 +5 -9 30(22) 16 13
4HK +4 -22 +10(+14) +4(+10) +4 0 20,24 (34) 14,20 (30) 10,12
6HK +6 -22 +6 0 26 20 13
5MP~LK +5 20 15 10
5MP~LK~HK KD +36 -22 16 13
5HP~HK KD +37 16 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 7500 [10000] 3000 1200 (840) 600 (300)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 500 (350) 250 (125)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 1500x2 [2500x2] 500x2 250x2 (175x2) 125x2 (62x2)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MP 1250x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2)
6HP 2500x2 [4000x2] 1250x2 500x2 (350x2) 250x2 (125x2)
4HP 5000 [8000] 2000 1000 (700) 500 (250)
4HK 2000,1000 [3000x2] 1500,2000 500x2 (350x2) 250x2 (125x2)
6HK 5000 [8000] 2500 1000 (700) 500 (250)
5MP~LK 1000 [2000] 1000 500 (350) 250 (125)
5MP~LK~HK 3000 [10000] 2500 1000 (700) 500 (250)
5HP~HK 7000 [10000] 2500 1000 (700) 500 (250)

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
5LP 1.01 1 1 0
5MP 1.01 1 1 0
5HP 1.545 1 1 0
5LK 1.30 1 1 0
5MK 1.568 1 1 0
5HK 1.572 1 / '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC ground 1 0
2LP 0.94 1 1 0
2MP 1.14 1 1 0
2HP 1.137 1 1 0
2LK 1.05 1 1 0
2MK 1.482 1 1 0
2HK 1.793 1 1 5
j.LP 0.80 1 1 0
j.MP 0.85 1,1 Air 1,1 6,7
j.HP 1.06 1 0 0
j.LK 0.55 1 1 0
j.MK 1.15 1 1 0
j.HK 1.20 1 0 0
6MP 1.701 (1.552) 1 1,1 0,0
6HP 1.877 (1.728) 0,1 0,1 0,0
4HP 0.88 1 1 0
4HK 1.564 (0.766) 1,1 1,4 0,3
6HK 1.924 1 1 1
5MP~LK
5MP~LK~HK 1
5HP~HK 1 0 1

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK
5MP Useful combo tool with a Target Combo follow-up
5HP Forces stand on hit (allowing Target Combo follow-up to work on crouching opponents); good poke with hitbox priority, many active frames, and a reactable hitconfirm window
5LK Good range for a 5f light (useful in punishes and neutral buffers); DR cancel is delayed until after 2nd active frame
5MK Solid poke; front leg hurtbox is raised on frames 4-11 (can avoid low pokes)
5HK Whiffs on crouching opponents unless they extend a vertical hurtbox; 2 extra recovery frames on block; good horizontal anti-air that puts airborne opponents into limited juggle state (higher launch on Punish Counter juggle); +11 before Punish Counter crumple state goes airborne; the leg hurtbox that appears 1f before active is only vulnerable to projectiles
2LP Chains into 5LP/2LP/2LK; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP Combo and pressure tool; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP Forces stand on hit; decent anti-air; cannot hit cross-ups; fist hurtbox is invincible to air strikes on frame 9; head hurtbox is invincible to air strikes on frames 10-14; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; 5f less hitstun on active frames 2-5 (can be punishable on meaty timing)
2LK Chains into 5LP/2LP/2LK
2MK Range: 1.482; DR cancel is delayed until after active frames
2HK Good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)
j.LP Can be used as a fuzzy instant overhead
j.MP Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state; shifts Ryu's hurtbox upward during startup
j.HP Spike knockdown on counter hit/Punish Counter vs. airborne opponents
j.LK Cross-up
j.MK Cross-up; shifts Ryu's hurtbox upward during startup
j.HK Strong jump-in from mid to long range
6MP Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits; 2nd hit is no longer an overhead if the first hit connects
6HP 2 hits; good forward-moving combo starter and pressure tool; if 1st hit connects on an extended hurtbox, becomes +6 on Counter-hit or +8 on Punish Counter; Counter-hit/Punish Counter frame advantage applies to both hits; can be very advantageous if 1st hit trades with a light normal; 1st hit puts opponent into free juggle state so that the 2nd hit connects (to prevent Ryu from being punishable)
4HP Forces stand on hit; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; extremely short range makes it finicky in combos; 8f less hitstun on active frames 2-4 (can be punishable with meaty timing)
4HK () refers to 2nd hit startup; 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit puts airborne opponents into OTG bounce state; both hits are cancelable; Counter-hit and Punish Counter frame advantage applies to both hits
6HK Cancelable to regular/OD Air Tatsu on hit/block; Low Crush on frames 13-20 (not airborne); high pushback on block; puts airborne opponents into limited juggle state; good juggle option after midscreen OD High Blade Kick for corner carry and oki
5MP~LK Hits consistently at max 5MP range, but the LK can whiff if 5MP connects on an extended hurtbox; can be spaced safely against most characters for a spacing trap
5MP~LK~HK (refers to scaled damage); 6f gap before HK on block; cancels to Denjin Charge by inputting 2P on hit only (KD Adv. +7)
5HP~HK HK cannot hit vs. crouch block (much more unsafe); cancels to Denjin Charge by inputting 2P on hit only (KD Adv. +7)

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +17 - T
4LPLK 1200 (2040) 5 3 23 30 KD +11 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -6 LH
6HPHK 500 recoverable 18 3 26(31) 46(51) KD +23 -6 LH
MPMK - 1 12 or until released 33(1)(11) 45(3) - - -
MPMK~66 - 3+8 - 15(37) 26(48) - - -
MPMK or 66 - 9 - 15(37) 24(46) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +17
4LPLK 20% Immediate HKD +11
HPHK 200 20% Starter (Hit)
20% Multiplier (Block)
Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 23 20
6HPHK 125 recoverable KD +23 -27 23 20
MPMK 50% Multiplier (Perfect)
MPMK~66 15% Multiplier (Mid-Combo)
MPMK or 66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
6HPHK -20000
MPMK -5000,250~
MPMK~66 -10000
MPMK or 66 -30000

input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
LPLK 0.80
4LPLK 0.80
HPHK 1-27 2.541 0 1 0
6HPHK 1-22 Full Break 1.675 200 100 1
6HPHK 1-20 Full Break 1.675 200 100 1
MPMK 6 Full (after Perfect Parry)
MPMK~66
MPMK or 66

input Notes
input Notes
LPLK Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw)
4LPLK Side switches; no throw/strike oki after back throwing opponent into corner
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.
6HPHK Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
MPMK~66 See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.525 (min/throw), 1.878 (min/block), 3.628 (max/final DR frame)
MPMK or 66 See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236LP 600 16 - 31 47 +1 -5 LH SA3 4
236MP 600 14 - 33 47 -1 -7 LH SA3 4
236HP 600 12 - 35 47 -3 -9 LH SA3 4
236PP 400x2 12 - 28 40 KD +54 -1 LH SA2 SA3 12
236HP 400x2 12 - 30 42 KD +52 -3 LH SA3 12
236PP 300x2,400 (1000) 12 - 26 38 KD +57 +2 LH SA2 SA3 13
623LP 1100(800) 5 10 21+12 land 47 KD +38 -23 LH SA3 17
623MP 1200(800) 6 10 30+12 land 57 KD +34 -32 LH SA3 17
623HP 1400(800) 7 10 34+15 land 65 KD +29 -39 LH SA3 22
623PP 800x2 6 2,8 37+15 land 67 KD +29 -40 LH -
214LK 900 12 3 14+18 land 46 KD +35 -15 LH -
214MK 1000 14 2(13)2 11+20 land 61 KD +23(+38) -13(-28) LH -
214HK 1200 16 2(13)2(13)2 14+17 land 78 KD +20(+35)(+50) -13(-28)(-43) LH -
214KK 200x5 13 2(4)2(4)2(3)2(4)2 10+13 land 60 KD +57 -14(-32) LH -
j.214K 900 11 2(5)2(6)2 16 land - KD +46(+52) -6(+3) LH -
6HK~214K 900 11 3 13+16 land 42 KD +38 -16 LH -
j.214KK 300,200x3,600 (1500) 11 2(1)3(1)3(1)3(2)2 16 land - KD +45(+51) -29(-32) LH -
6HK~214KK 300,200x3,600 (1500) 11 2(1)2(2)2(2)2(3)2 12+16 land 56 KD +47(+48) -30 LH -
236LK 1100 14 6 22 41 KD +42~46 -11(-7) LH SA3 22
236MK 1200 18 9 19(22) 45(48) KD +40~46 -8(-2) LH SA3 25
236HK 1300 27 9 15 50 KD +45~51 -3(+5) LH SA3 30
236KK 800 17 5 33 54 Wall Bounce +49(65) -18 LH SA2 SA3 27
214LP 700 12 6 18 35 +2 -3 LH SA3 24
214MP 800 19 6 17 41 +2 -6 LH SA3 23
214HP 400x2 30 6 19 54 KD +61 Spin +2 LH SA3 39
214PP 1100 18 6 20 43 +3 +3 LH SA2 SA3 22
214HP 400x2 20 6 19(31) 44 KD +62 Spin +3 LH SA3 38
214PP 800 18 6 19 42 KD +87 Crumple +4 LH SA2 SA3 22
22P - 50 - 2 52 - - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 150 +5 -21 27 8
236MP 150 +3 -23 27 8
236HP 150 +1 -25 27 8
236PP 100x2 20% Starter; Combo (2 hits) KD +54 -7 28 total 9,9
236HP 100x2 20% Starter; Combo (2 hits) KD +52 -9 28 total 9,9
236PP 75x2,100 (250) 20% Starter; Combo (2 hits) KD +57 +6 29 total 5,5,8
623LP 275 30% Starter KD +38 -41 22 15(13)
623MP 300 30% Starter KD +34 -50 22 15(13)
623HP 350 30% Starter KD +29 -57 22 20(13)
623PP 200x2 KD +29 -60 22 total 20,13
214LK 225 KD +35 -33 21 15
214MK 250x2 KD +23(+38) -31 20,20 15,15
214HK 300x3 KD +20(+35)(+50) -31 20,20,20 15,15,15
214KK 50x5 KD +57 -23 34 total 6,2x3,15
j.214K 225x2 30% Starter KD +46(+52) -21(-15) 20(16) 15
6HK~214K 225 KD +38 16 13
j.214KK 75,50x3,150 (375) Combo (15% extra) KD +45(+51) -46(-43) 27 total 6,2x3,15
6HK~214KK 75 Combo (15% extra) KD +47(+48) 16 6,2x3,15
236LK 275 KD +42~46 -26(-22) 20 15
236MK 300 KD +40~46 -26(-20) 20 15
236HK 325 KD +96~102 Tumble -22(-16) 21 20
236KK 200 Combo (5% extra) Wall Bounce +49(65) -36 20 20
214LP 175 KD +59 Spin -22 20 15
214MP 200 KD +58 Spin -21 17 15
214HP 100x2 KD +61 Spin -23 27 total 15,15
214PP 275 Combo (2 hits) +7 -24 29 15
214HP 100x2 KD +62 Spin -36 41 total 15 / 17,15
214PP 400 KD +91 Crumple -23 29 15
22P

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236LP 2500 [3000] 1000 600 (420) 300 (150)
236MP 2500 [3000] 1000 600 (420) 300 (150)
236HP 2500 [3000] 1000 600 (420) 300 (150)
236PP 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
236HP 1250x2 [1500x2] 500x2 300x2 (210x2) 150x2 (75x2)
236PP 1250x3 [1000x2,3000] -20000 300x3 (210x3) 150x3 (75x3)
623LP 4000 [5000] 2000 1000 (700) 500 (250)
623MP 4000 [5000] 2000 1000 (700) 500 (250)
623HP 4000 [5000] 2000 1000 (700) 500 (250)
623PP 2000x2 -20000 500x2 (350x2) 250x2 (125x2)
214LK 4000 [5000] 3000 1200 (840) 600 (300)
214MK 2500x2 [5000] 3500(3500x2) 1300 (910) 650x2 (325x2)
214HK 2000x3 [5000] 4000 (4000x3) 1400 (980) 700x3 (350x3)
214KK 800x5 [1000x5] -20000 160x4,360 (112x4,252) 80x4,180 (40x4,90)
j.214K 4000 [5000] 2000 600 (420) 300 (150)
6HK~214K 4000 [5000] 2000 600 (420) 300 (150)
j.214KK 800x5 [1000x5] -20000 200,100x4 (140,70x4) 100,50x4 (50,25x4)
6HK~214KK 800 [1000x5] -20000 200,100x4 (140,70x4) 100 (50)
236LK 6000 [5000] 3000 1400 (980) 700 (350)
236MK 6000 [7000] 3500 1400 (980) 700 (350)
236HK 10000 [10000] 5000 1400 (980) 700 (350)
236KK 4000 [5000] -20000 1200 (840) 600 (300)
214LP 4000 [5000] 2000 800 (560) 400 (200)
214MP 6000 [5000] 2000 800 (560) 400 (200)
214HP 3000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100)
214PP 6000 [5000] -20000 900 (630) 450 (225)
214HP 3000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100)
214PP 6000 [5000] -20000 1100 (770) 550 (275)
22P

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
236LP 1 air 1 1
236MP 1 air 1 1
236HP 1 air 1 1
236PP 1 1,2 1,6
236HP 1 1,2 1,6
236PP 1 1,1,1 3,3,6
623LP 1-14 Air 7-35 (FKD) 0.906 (1st) 1 1 5(7)
623MP 1-9 Air 8-45 (FKD) 0.966 (1st) 1 1 5(7)
623HP 1-8 Air 9-50 (FKD) 1.186 (1st) 1 1 5(7)
623PP 1-8 Full 8-52 (FKD) 1.006 (1st) 1,1 1,1 6(7)
214LK 5-28 (FKD) 1.96 (1.84) 4 4 3
214MK 10-41 Lower Body Projectile 8-41 (FKD) 2.98 (1.94) 4,4 4,4 3,3
214HK 10-61 Lower Body Projectile 10-61 (FKD) 4.935 (2.30) 4,4,4 4,4,4 3,3,3
214KK 5-47 (FKD) 1.74 2 ground / 1x5 air 1x4,2 1,3,5,7,9
j.214K Until Land (FKD) 1.12 5 1 8 forward / 3 back
6HK~214K 1-26 (FKD) 1.79 (1.67) 4 4 3
j.214KK Until Land (FKD) 1.559 (1.31) 1x5 1x5 10,11,12,13,14
6HK~214KK 1-40 (FKD) 2.17 (1.93) 1x5 1x5 10,11,12,13,14
236LK 1.962 (1.751) 1 1 10
236MK 2.162 (1.951) 1 1 10
236HK 2.612 (1.969) 1 1 10
236KK 2.062 (1.851) 1 2 10
214LP 1 air 1 2
214MP 1 air 1 2
214HP 1,1 1,1 0,1
214PP 1 air 1 1
214HP 1,1 1,1 3,4
214PP -1 ground / 1 air 1 2
22P

input Notes
input Notes
236LP 1-hit projectile; puts airborne opponents into limited juggle state
236MP 1-hit projectile; puts airborne opponents into limited juggle state
236HP 1-hit projectile; puts airborne opponents into limited juggle state
236PP 2-hit OD projectile; puts opponent into limited juggle state on hit
236HP 2-hit projectile; puts opponent into limited juggle state on hit; only comes out when the HP button is pressed
236PP 3-hit OD projectile; puts opponent into limited juggle state on hit
623LP Has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air)
623MP Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air)
623HP Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 3-10 (weaker as a high-connect anti-air)
623PP Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air
214LK Can hit crouching opponents
214MK Only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage
214HK Only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage; puts opponent into limited juggle state (can juggle afterward if 3rd hit connects)
214KK Can hit crouching opponents; puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse)
j.214K Can be input during forward jump; not an overhead; can cross-up (4f less blockstun when landing as a cross-up); at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or SA1); the last 13f of recovery puts Ryu in a crouching state
6HK~214K Version canceled from 6HK; no follow-up juggle like after jumping Air Tatsu; the last frame of recovery puts Ryu in a crouching state; useful juggle ender after midscreen OD High Blade Kick for damage, corner carry, and oki
j.214KK Can be input during forward jump; cannot hit cross-up; cannot hit crouching opponents (unless they extend a vertical hurtbox), and 1st hit can only hit standing opponents on the final 3 airborne frames of jump; puts opponent into limited juggle state; the last 13f of recovery puts Ryu in a crouching state
6HK~214KK Version canceled from 6HK; can hit crouching opponents unlike the jumping version; puts opponent into limited juggle state (follow-up only possible near the corner); the last frame of recovery puts Ryu in a crouching state
236LK Puts opponent into limited juggle state on hit; sets up auto-timed safe jump against cornered opponents; can combo when canceled from any normal except 5LP; the last 2 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 5)
236MK Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count; 3 extra recovery frames on whiff; the last 3 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 7)
236HK Puts opponent into limited juggle state on hit (can follow up with 623MP, 623PP, or SA3 in corner); Punish Counter tumble state can be hit OTG; has great range and forward movement, making it a useful poke in neutral; the last 3 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 7)
236KK Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head
214LP Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter; excellent Burnout pressure tool (+1 on block, but increased pushback against Burnout)
214MP Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter
214HP 2 hits, even if it connects on final active frame; strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on hit; leaves Ryu inside throw range for a strike/throw mixup on block
214PP Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles; great pressure tool
214HP () refers to recovery on block; strike hitbox but can nullify 2-hit meterless projectile; puts opponent into spinning juggle state on hit; only comes out when the Heavy Punch button is pressed
214PP 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; crumple state is +14 before opponent becomes airborne
22P Charges up next fireball-based move (Hadoken, Hashogeki, SA1, SA2) into a more powerful Denjin version; Ryu is in a counter-hit state for the entire animation; gains the Denjin charge on frame 50; can only store 1 stock at a time (does not persist between rounds); can also be performed after 5HP~HK or 5MP~LK~HK (on hit) by inputting 2P

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 400x5 (2000) 7 - 79 86 KD +26 -24 LH
236236P 400x4,800 (2400) 7 - 79 86 KD +27 -24 LH
214214P 2800 12 6 39 56 KD +20 -20 LH
214214P 3200 12 6 39 56 KD +20 -20 LH
214214P (hold) 2900 21 6 39 65 KD +20 -20 LH
214214P (hold) 3300 21 6 39 65 KD +20 -20 LH
214214P (hold) 3000 50 6 39 84 KD +78 Tumble -20 LH
214214P (hold) 3400 50 6 39 84 KD +78 Tumble -20 LH
236236K 4000 (3600) 5(2) 12 32+39 land 87 HKD +8 -50(-54) LH
236236K 4500 (4400) 5(2) 12 32+39 land 87 HKD +8 -50(-54) LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 100x5 (500) 30% Minimum KD +26 -25 56 total 8x5
236236P 100x5 (500) 30% Minimum KD +27 -25 56 total 8x5
214214P 750 40% Minimum KD +20 -43 25 18
214214P 750 40% Minimum KD +20 -43 25 18
214214P (hold) 750 40% Minimum KD +20 -43 25 20
214214P (hold) 750 40% Minimum KD +20 -43 25 20
214214P (hold) 750 40% Minimum KD +78 Tumble -43 25 23
214214P (hold) 750 40% Minimum KD +78 Tumble -43 25 23
236236K 400,300x2,50x2 (1000~1100) 50% Minimum; 10% Immediate (Sp) HKD +8 -74 31/29 total 7,8,8,8
236236K 650,300x2,50x2 (1250~1350) 50% Minimum; 10% Immediate (Sp) HKD +8 -74 31/29 total 8,8,8,13

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 500x5 1000x5 -10000 -10000
236236P 500x5 1000x5 -10000 -10000
214214P 4000 10000 -20000 -20000
214214P 4000 10000 -20000 -20000
214214P (hold) 6000 10000 -20000 -20000
214214P (hold) 6000 10000 -20000 -20000
214214P (hold) 10000 10000 -20000 -20000
214214P (hold) 10000 10000 -20000 -20000
236236K 2500x3 15000(3000x5) -30000 -30000
236236K 4000,3000x2 20000(4000x5) -30000 -30000

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
236236P 1-8 Strike/Throw Break 1x4,100 1x4,100 99x5
236236P 1-8 Strike/Throw Break 1x4,100 1x4,100 99
214214P 1-13 Full Break 1 1 99
214214P 1-13 Full Break 1 1 99
214214P (hold) 1-10 Full Break 1 1 99
214214P (hold) 1-10 Full Break 1 1 99
214214P (hold) 1-10 Full Break 1 1 99
214214P (hold) 1-10 Full Break 1 1 99
236236K 1-16 Full Break 7-48 (FKD) 1.10 (1st) [1] [1x5] 99 [99x5]
236236K 1-16 Full Break 7-48 (FKD) 1.10 (1st) [1] [1x5] 99 [99x5]

input Notes
input Notes
236236P 5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; can be preformed even when an OD Hadoken is on screen
236236P 5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; consumes Denjin stock for slightly more damage and KD Advantage; can be performed even when an OD Hadoken is on screen
214214P Can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox; Burnout chip damage does not changed based on charge level
214214P Can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox; Burnout chip damage does not changed based on charge level; consumes Denjin stock for slightly more damage
214214P (hold) Loses 3 invincibility frames if held; strike hitbox; Burnout chip damage does not changed based on charge level
214214P (hold) Loses 3 invincibility frames if held; strike hitbox; Burnout chip damage does not changed based on charge level; consumes Denjin stock for slightly more damage
214214P (hold) Loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox; Burnout chip damage does not changed based on charge level; extremely high pushback on block (can be difficult to punish without holding Parry into immediate Drive Rush)
214214P (hold) Loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox; Burnout chip damage does not changed based on charge level; extremely high pushback on block (can be difficult to punish without holding Parry into immediate Drive Rush); consumes Denjin stock for slightly more damage
236236K More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does reduced damage (400x4,2000); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; cinematic time regenerates ~2.2 Drive bars for Ryu
236236K More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does slightly reduced damage (400x2,1200x3); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Ryu



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