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.


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.
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
(Double Strike)
+36 ?
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
214K
(Tatsumaki Senpu-kyaku)
+35 (LK)
+23/38 (MK 1st/2nd)
+20/35/50 (HK 1st/2nd/3rd)
+57 (OD)
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)
236HK allows for an auto-timed safe jump with j.HK when hitting airborne opponents low to the ground
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


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~DR 5 6 7 8 9 10 11 13 17 21
5MP~DR 0 1 2 3 4 5 6 8 12 16
5HP~DR 0 0 0 0 0 0 0 1 5 9
5LK~DR 5 6 7 8 9 10 11 13 17 21
2LP~DR 4 5 6 7 8 9 10 12 16 20
2MP~DR 0 0 0 0 1 2 3 5 9 13
2HP~DR 0 0 0 0 0 0 1 3 7 11
2MK~DR 0 1 2 3 4 5 6 8 12 16
4HP~DR 0 0 0 1 2 3 4 6 10 14
4HK(1)~DR 0 1 2 3 4 5 6 8 12 16
4HK(2)~DR 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~DR +4 ?
5LK~DR +5
2LP~DR
4HK(1)~DR +10 ?
2MK~DR +11 ?
5MP~DR +12 ?
2MP~DR +12 ?
4HK(2)~DR +14 ?
5HP~DR +16 ?
2HP~DR +17 ?
4HP~DR +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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