Street Fighter 6/Ryu/Strategy: Difference between revisions

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=== Okizeme and Mixups ===
=== Okizeme and Mixups ===
TO-DO
 
'''Framekills:'''
 
{| class="wikitable"
! Ender !! Framekill !! On hit !! On block !! Notes
|-
| '''2HK''' || 5LK/Forward Dash , 5HK || +12/+11 || +4/+3 || Works EVERYWHERE (Hard Knockdown), Dash is if you are too far away for the 5HP to hit on 5HK hit.
|-
| '''PC 2HK''' || 2HK , 5HK || +11 || +3 || The second sweep should keep the 5HK close enough for a followup 5HP on hit
|-
|}





Revision as of 15:38, 25 October 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

Framekills:

Ender Framekill On hit On block Notes
2HK 5LK/Forward Dash , 5HK +12/+11 +4/+3 Works EVERYWHERE (Hard Knockdown), Dash is if you are too far away for the 5HP to hit on 5HK hit.
PC 2HK 2HK , 5HK +11 +3 The second sweep should keep the 5HK close enough for a followup 5HP on hit


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)
236HK allows for an autotimed safejump with j.HK when hitting airborne opponents low to the ground
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 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




SF6 Navigation

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