Street Fighter 6/Ryu/Strategy: Difference between revisions

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TO-DO
TO-DO


 
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== Offense ==
== Offense ==
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'''Light Chains''' -  
'''Light Chains''' -  


 
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| '''236236K'''<br>(Lv.3 Super/CA) || HKD +8 || ?
| '''236236K'''<br>(Lv.3 Super/CA) || HKD +8 || ?
|}
|}
<br>


=== vs. Burnout ===
=== vs. Burnout ===


 
<br>


=== Drive Rush ===
=== Drive Rush ===
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<br>


== Defense ==
== Defense ==
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*  
*  


<br>


=== Anti-Airs ===
=== Anti-Airs ===
*  
*  


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=== Anti-Projectile ===
=== Anti-Projectile ===
*  
*  


<br>


== Fighting vs. Ryu ==
== Fighting vs. Ryu ==


<br>





Revision as of 04:45, 16 May 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO


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

Knockdown KD Adv. Oki/Notes
Forward Throw +18 ?
Back Throw +11 ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +32
HKD +47 (Punish)
?
5HK (Punish) +94 Crumple ?
5HP~HK
(Double Strike)
+36 ?
5MP~LK~HK
(Fuwa Triple Strike)
+36 ?
236P
(Hadoken)
+54 (OD)
+52 (Denjin)
+57 (OD Denjin)
?
623P
(Shoryuken)
+38/34/29 (L/M/H)
+29 (OD)
?
214K
(Tatsumaki Senpu-kyaku)
+35 (LK)
+23/38 (MK 1st/2nd hit)
+20/35/50 (HK 1st/2nd/3rd hit)
+57 (OD)
?
j.214K
(Aerial Tatsu)
+48~54
+47~50 (OD)
?
236K
(High Blade Kick)
+35/40/45 (L/M/H)
+45~65 Wallbounce (OD)
?
214P
(Hashogeki)
+61 Spin (HP)
+62 Spin (Denjin)
+87 Crumple (OD Denjin)
?
236236P
(Lv.1 Super)
+26
+27 (Denjin)
?
214214P
(Lv.2 Super)
+20 (Lv.1/2)
+78 Tumble (Lv.3)
?
236236K
(Lv.3 Super/CA)
HKD +8 ?


vs. Burnout


Drive Rush

When cancelling 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. Green cells with "0" represent a true blockstring, which the opponent cannot escape without using Drive Reversal. Yellow cells with "1" to "4" represent a short gap that loses to invincible reversals, but can lead to frame traps; if the gap is 4f, the opponent can trade with a reversal light normal, which may result in a favorable trade combo for the attacker.


TO-DO


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Ryu




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