< Street Fighter 6 | Ryu
Line 27: | Line 27: | ||
| '''Drive Impact'''<br>(No Crumple) || +35 || ? | | '''Drive Impact'''<br>(No Crumple) || +35 || ? | ||
|- | |- | ||
| '''Drive Reversal''' || +23 || | | '''Drive Reversal''' || +23 || While in the corner, you get a {{clr|L|+3 236LP}} on block. Drive Rev can do all {{clr|M|214MK}} setups while in the corner. | ||
|- | |- | ||
| '''2HK''' || HKD +32<br>HKD +47 (CH/PC) || ? | | '''2HK''' || HKD +32<br>HKD +47 (CH/PC) || ? | ||
Line 39: | Line 39: | ||
| '''623P'''<br>(Shoryuken) || {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || While in the corner, {{clr|H|623HP}} allows you to whiff {{clr|L|5LP}} to get a auto-timed {{clr|L|+2 214LP}} on block | | '''623P'''<br>(Shoryuken) || {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || While in the corner, {{clr|H|623HP}} allows you to whiff {{clr|L|5LP}} to get a auto-timed {{clr|L|+2 214LP}} on block | ||
|- | |- | ||
| '''214K'''<br>(Tatsumaki Senpu-kyaku) || {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || | | '''214K'''<br>(Tatsumaki Senpu-kyaku) || {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || While in the corner, {{clr|M|214MK}} gets a {{clr|L|+3 236LP}} on block. | ||
|- | |- | ||
| '''j.214K'''<br>(Aerial Tatsu) || +48~54 <br>{{clr|10|+47~50 (OD)}} || ? | | '''j.214K'''<br>(Aerial Tatsu) || +48~54 <br>{{clr|10|+47~50 (OD)}} || ? |
Revision as of 11:28, 7 March 2024
Neutral
TO-DO
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) |
+36 | ? |
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 (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 (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 (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 |
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.
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 |