Street Fighter 6/Ryu/Combos: Difference between revisions

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{{ComboKey-SF6}}
{{ComboKey-SF6}}


== BASIC COMBOS ==
<tabber>
|-|Light Starter=
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Normal Hit
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} || Anywhere || 1270/1690 || - || Difficulty: {{clr|10|Very Easy}}
Your basic light confirm.
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || - || Difficulty: {{clr|10|Very Easy}}
5LP does not combo into Medium Tatsu from cancel, but 2LP has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from Medium Tatsu.
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} || Corner || 2250 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}}
An OD extension from the same basic light confirm vs a cornered opponent. OD Tatsumaki also allows extensions with a linked Parry Drive Rush (see ''Drive Rush Combos'' below).
|}


== Bread and Butter Combos ==
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable" style="margin:auto"
|+ Counter Hit
|+ Meterless Combos
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| CH {{clr|7|2LP/5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} || Anywhere || 1430 || - || Difficulty: {{clr|7|Easy}}
Counter-hit 2LP/5LP allows a link into 5LK, which combos into LK Donkey Kick: the knockback from this allows Ryu some space with which to stock a Denjin Charge (at -17, this Denjin Charge setup can be situationally punished by certain characters, e.g. Cammy with Super 3 stocked). LK Donkey Kick is punishable on block (-11), so this ender must be confirmed from the counter-hit link into 5LK.
|-
| CH {{clr|7|2LP/5LP}}, {{clr|8|2MP/5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere/Midscreen || 1780/2380 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP is slightly longer and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled from 2MP/5MP. A useful counter-hit to fish for in close-range scrambles. The knockback from MK Donkey Kick allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's Super 3, but only just).
|-
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
| CH {{clr|7|2LP/5LP}}, {{clr|8|2MP}} > Denjin 214P, {{clr|8|214MK/236MK}}/{{clr|9|623HP}} || Anywhere/Corner || 2170/2310/2520 || - || Difficulty: {{clr|7|Easy}}
A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium punch. All of Ryu's specials can be combo'd after a DC Hasho launch without the aid of Drive Rush, but the three listed here (M Tatsu, M Donkey Kick and corner-only H Shoryuken) represent the most useful and damaging options.
|}
 
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Punish Counter
|-
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} || Anywhere || 1270/1690 || {{clr|10|Very Easy}} || Your basic light confirm.
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || {{clr|10|Very Easy}} || Hooray! You get medium tatsu from your crouching light punch!
| PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere/Midscreen || 1690/1930/2290 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}
Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or ''slightly farther than'' close-range at ''variable'' frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special ''Shiku-Sen'' and Blanka's non-OD ''Aerial Rolling Attack'': both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical. 
|-
|-
| {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}} || Anywhere || 1220/1380 || {{clr|10|Very Easy}} || Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap.  
| PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} || Anywhere || 1170/2060/2880 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}/{{clr|9|Hard}}
Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's Specials. This is most useful as a punish vs moves that leave the opponent ''farther than 2LP/5LP distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Palm (which can be safe if spaced but is usually -5 or -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.
|}
 
|-|Medium Starter=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Normal Hit
|-
|-
| {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 ||{{clr|10|Very Easy}} || This is a consistent combo that works when you aren't ''right'' next to the opponent.
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|-
| {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} || Anywhere || 2440/2520|| {{clr|10|Very Easy}} || You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into Heavy Donkey Kick.  
| {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}|| Anywhere || 1220 / 1380 / 1980 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}}/{{clr|7|Easy}}
Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap, and OD Donkey Kick can buff up the damage significantly.
|-
|-
| {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || {{clr|10|Very Easy}} || Heavy Shoryuken is your highest damage meterless {{clr|9|6HP}} combo. Tatsu gives you corner carry and oki.
| {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || - || Difficulty: {{clr|10|Very Easy}}
This is a consistent combo that works when you aren't ''right'' next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards.
|-
|-
| {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || {{clr|7|Easy}} || Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if they back rise.
| {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} || Anywhere || 2440 / 2520 || - || Difficulty: {{clr|10|Very Easy}}
You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up J.MK, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into Heavy Donkey Kick.  
|-
|-
| {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} || Corner || 3210 || {{clr|7|Easy}} || This is your highest damage meterless combo without a jump-in PERIOD.
| {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} || Corner || 3210 || {{clr|7|Easy}} || This is your highest damage meterless combo without a jump-in PERIOD.
|}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Counter Hit
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}})  || Anywhere || 1940 / 2100 / 2700 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}}
This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that 5MP allows a link to 2MK on counter-hit and all possible follow-ups thereon. This can be useful after a short Light blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced 5MP to intercept their mash and be prepared to link into 2MK for a combo once the counter-hit is confirmed.
|-
|-
| Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} || Anywhere || 2870 (inclusive of Drive Impact hit) || {{clr|7|Easy}} || The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.
| CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} || Anywhere || 1620 || - || Difficulty: {{clr|7|Easy}}
Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty St.HP in this instance.
|}
|}


{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Punish Counter
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} || Anywhere || 2400 || - || Difficulty: {{clr|7|Easy}}
TBD
|}


{| class="wikitable" style="margin:auto"
|-|Heavy Starter=
|+ Metered Combos
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Normal Hit
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
| {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 2120 / 2280 / 2520 || - || Difficulty: {{clr|7|Easy}}
A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to {{clr|9|5HK}} whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see ''Drive Impact and Stun Combos'').
|-
|-
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other.
| {{clr|9|5HP}} > any special, super, Drive Rush cancel, etc. || Anywhere || Variable || Variable || Difficulty: {{clr|9|Hard}}
What's going on here? The purpose of this "combo" is that 5HP is a viable ''one-hit-confirm''; the cancel window is extended beyond the connecting frame and gives enough time to visually confirm if the opponent blocked or was hit before following through. It is a very common feature of high-level Ryu play to fish for stray hits with {{clr|9|5HP}} and confirm into a high-damage combo.
|-
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
| {{clr|9|6HK}} > {{clr|10|214KK}} || Anywhere || 2300 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}}
Another one-hit-confirm? The same logic as with Ryu's 5HP confirm applies here, with the difference that 6HK can only be canceled into OD Aerial Tatsu.  
|-
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|623HP}} || Midscreen || 1980-2880 || {{clr|4|Medium}} || Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
| {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || - || Difficulty: {{clr|10|Very Easy}}
Solar Plexus Strike ({{clr|9|6HP}}) allows a link into 2MP. Heavy Shoryuken is your highest damage meterless combo ender from this link. Tatsu gives you corner carry and oki.
|-
|-
| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage.
| {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || - || Difficulty: {{clr|7|Easy}}
Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if they back rise.
|-
|-
| ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3.
| ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3.
|}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Counter Hit
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) || Anywhere / Corner || 2510 / 3170 || - || Difficulty: {{clr|7|Easy}}
If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage.
|}
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Punish Counter
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3433 || {{drive SF6}} || Difficulty: {{clr|8|Medium}}
A preview of the combos containing Parry Drive Rush links (see ''Drive Rush Combos''): on Punish Counter, HK Donkey Kick puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and Drive Rush-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total).
|-
|-
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.
| PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 3000 / 3360 || - / {{drive sf6}} || Difficulty: {{clr|7|Easy}}
An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable.
|-
|{{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 3690 || {{clr|4|Medium}} || Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent.
|}
</tabber>
 
== SUPER ART COMBO ROUTES ==
<tabber>
|-|SA1: Shinkuu Hadoken=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ SA1 Combo Routes
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|{{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || {{clr|7|Easy}} || Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.
|}
|-|SA2: Shin/Denjin Hashogeki=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ SA2 Combo Routes
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
|-
| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage.
|}
|-|SA3/CA: Shin Shoryuken=
Ryu's Super Art 3, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery.  
{| class="wikitable" style="margin:auto"
|+ SA3 Combo Routes
|-
|-
| {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.  
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.  
Line 56: Line 167:
| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.
| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.
|}
|}
</tabber>


== Punish Combos ==  
== DRIVE RUSH COMBOS ==
{| class="wikitable" style="margin:auto"
<tabber>
|+ Punish Counter Combos
|-|Parry Drive Rush=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Parry Drive Rush, starters and combo links
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other.
|-
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. 
|}
|-|Drive Rush Cancel=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Drive Rush Cancel combos
|-
|-
|{{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || {{clr|7|Easy}} || Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|-
|{{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 3690 || {{clr|4|Medium}} || Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent.
| {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
|-
|-
|{{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} || Corner || 6425 || {{clr|4|Medium}} || A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 241 less damage.
|{{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} || Corner || 6425 || {{clr|4|Medium}} || A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 241 less damage.
|-
|-
|{{clr|9|236HK}} > {{clr|4|PDR}} > {{clr|9|4HP}} > dj.{{clr|9|214P}} > {{clr|4|PDR}} > {{clr|9|5HP}} > {{clr|4|DRC}} > dl.{{clr|9|5HP}} > {{clr|4|DRC}} > dl.{{clr|9|4HP}} > {{clr|8|236MK}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Corner || 6442/6724 || {{clr|9|Hard}} || Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 282 less damage.
|{{clr|9|236HK}} > {{clr|4|PDR}} > {{clr|9|4HP}} > dj.{{clr|9|214P}} > {{clr|4|PDR}} > {{clr|9|5HP}} > {{clr|4|DRC}} > dl.{{clr|9|5HP}} > {{clr|4|DRC}} > dl.{{clr|9|4HP}} > {{clr|8|236MK}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Corner || 6442/6724 || {{clr|9|Hard}} || Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 282 less damage.
|}
</tabber>
== DRIVE IMPACT AND STUN COMBOS ==
<tabber>
|-|Drive Impact crumple=
{| class="wikitable"  border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Drive Impact crumple combos
|-
! Combo !! Position !! Damage !! Drive Usage !! Notes
|-
|-
| Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} || Anywhere || 2870 (inclusive of Drive Impact hit) || {{clr|7|Easy}} || The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.
|}
|}
|-|Wall Splat=
|-|Stun=
</tabber>
== ADVANCED/NICHE COMBOS ==
<tabber>
|-|Meaty Combos w/ Framekills=
|-|Trade Combos=
|-|J.MP Air-To-Air Juggles=
</tabber>
== RYU'S COMBO THEORY ==
<tabber>
|-|Oki or Denjin Charge=
|-|Utilising Denjin Hasogeki=
</tabber>


{{Character Subnav SF6 | chara=Ryu }}
{{Character Subnav SF6 | chara=Ryu }}

Revision as of 10:01, 22 March 2024


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

BASIC COMBOS

Normal Hit
Combo Position Damage Drive Usage Notes
2LK ~ 2LP ~ 5LP > 214LK/623HP Anywhere 1270/1690 - Difficulty: Very Easy

Your basic light confirm.

2LK ~ 2LP ~ 2LP > 214MK Anywhere 1340 - Difficulty: Very Easy

5LP does not combo into Medium Tatsu from cancel, but 2LP has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from Medium Tatsu.

2LK ~ 2LP ~ 5LP > 214KK, 623HP Corner 2250 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Very Easy

An OD extension from the same basic light confirm vs a cornered opponent. OD Tatsumaki also allows extensions with a linked Parry Drive Rush (see Drive Rush Combos below).

Counter Hit
Combo Position Damage Drive Usage Notes
CH 2LP/5LP, 5LK > 236LK Anywhere 1430 - Difficulty: Easy

Counter-hit 2LP/5LP allows a link into 5LK, which combos into LK Donkey Kick: the knockback from this allows Ryu some space with which to stock a Denjin Charge (at -17, this Denjin Charge setup can be situationally punished by certain characters, e.g. Cammy with Super 3 stocked). LK Donkey Kick is punishable on block (-11), so this ender must be confirmed from the counter-hit link into 5LK.

CH 2LP/5LP, 2MP/5MP > 236MK/(236KK, 623HP) Anywhere/Midscreen 1780/2380 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Easy

Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP is slightly longer and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled from 2MP/5MP. A useful counter-hit to fish for in close-range scrambles. The knockback from MK Donkey Kick allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's Super 3, but only just).

CH 2LP/5LP, 2MP > Denjin 214P, 214MK/236MK/623HP Anywhere/Corner 2170/2310/2520 - Difficulty: Easy

A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium punch. All of Ryu's specials can be combo'd after a DC Hasho launch without the aid of Drive Rush, but the three listed here (M Tatsu, M Donkey Kick and corner-only H Shoryuken) represent the most useful and damaging options.

Punish Counter
Combo Position Damage Drive Usage Notes
PC 5LP, 2MK > 236MK / 623HP / (236KK, 623HP) Anywhere/Midscreen 1690/1930/2290 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or slightly farther than close-range at variable frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical.

PC 5LK > 214MK / (236KK, 623HP) / (Denjin Charged 214PP, dash forward, 2HP > 623HP Anywhere 1170/2060/2880 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium/Hard

Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's Specials. This is most useful as a punish vs moves that leave the opponent farther than 2LP/5LP distance from Ryu at -5 or more frame disadvantage. Two examples of this are Jamie's non-OD Palm (which can be safe if spaced but is usually -5 or -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up.

Normal Hit
Combo Position Damage Drive Usage Notes
2MK > 214MK / 236MK / (236KK, 623HP) Anywhere 1220 / 1380 / 1980 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Very Easy/Easy

Though 2MK combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap, and OD Donkey Kick can buff up the damage significantly.

5MP, 2MP > 214MK/236MK/623HP Anywhere 1920 / 2080 / 2320 - Difficulty: Very Easy

This is a consistent combo that works when you aren't right next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards.

5MP, 4HP > 236HK/623HP Anywhere 2440 / 2520 - Difficulty: Very Easy

You have to be point blank for the 4HP to link after the 5MP. This is best achieved after a cross-up J.MK, as the cross-up hit will pull the opponent towards Ryu as he lands. 4HP is your ONLY normal that meterlessly combos into Heavy Donkey Kick.

5MP > 4HP > 236HK > 623LP Corner 3210 Easy This is your highest damage meterless combo without a jump-in PERIOD.
Counter Hit
Combo Position Damage Drive Usage Notes
CH 5MP, 2MK > 214MK / 236MK / (236KK, 623HP) Anywhere 1940 / 2100 / 2700 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Easy

This combo may be familiar if you read the Normal Hit section above, as it simply demonstrates that 5MP allows a link to 2MK on counter-hit and all possible follow-ups thereon. This can be useful after a short Light blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced 5MP to intercept their mash and be prepared to link into 2MK for a combo once the counter-hit is confirmed.

CH 5MP, 2HK, dash forward, meaty 5HP Anywhere 1620 - Difficulty: Easy

Definitely not the most damage that can be taken from a counter-hit 5MP, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in 2HK can grant some oki, with a +2 on block meaty St.HP in this instance.

Punish Counter
Combo Position Damage Drive Usage Notes
PC 5MP, 5HP > 236MK Anywhere 2400 - Difficulty: Easy

TBD

Normal Hit
Combo Position Damage Drive Usage Notes
5HK, 2MK > 214MK/236MK/623HP Anywhere 2120 / 2280 / 2520 - Difficulty: Easy

A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to 5HK whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see Drive Impact and Stun Combos).

5HP > any special, super, Drive Rush cancel, etc. Anywhere Variable Variable Difficulty: Hard

What's going on here? The purpose of this "combo" is that 5HP is a viable one-hit-confirm; the cancel window is extended beyond the connecting frame and gives enough time to visually confirm if the opponent blocked or was hit before following through. It is a very common feature of high-level Ryu play to fish for stray hits with 5HP and confirm into a high-damage combo.

6HK > 214KK Anywhere 2300 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Hard

Another one-hit-confirm? The same logic as with Ryu's 5HP confirm applies here, with the difference that 6HK can only be canceled into OD Aerial Tatsu.

6HP, 2MP > 214MK/623HP Anywhere 1910/2260 - Difficulty: Very Easy

Solar Plexus Strike (6HP) allows a link into 2MP. Heavy Shoryuken is your highest damage meterless combo ender from this link. Tatsu gives you corner carry and oki.

6HP, 2MP, 5LK > 214MK/236LK Anywhere 2030/2090 - Difficulty: Easy

Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if they back rise.

(6HP, 5MP)/(5MP, 4HP) > 236KK, 4HK > 623HP Midscreen 2600/2980 Hard You can only squeeze in the 4HK if you end your starter really close to them. You can NOT cancel the 4HK into level 1. If you wanna spend super, you have to cancel into level 3.
Counter Hit
Combo Position Damage Drive Usage Notes
CH 6HP, 4HP > 236HK, (623LP) Anywhere / Corner 2510 / 3170 - Difficulty: Easy

If the opponent is counter-hit by Solar Plexus Strike (6HP), the frame advantage on-hit increases to +8, allowing either 2MK or 4HP to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into 4HP > 236HK allows a juggle with (623LP) for big damage.

Punish Counter
Combo Position Damage Drive Usage Notes
PC 236HK, PDR, 2HP > 214MP, 623LP Corner 3433 Template:Drive SF6 Difficulty: Medium

A preview of the combos containing Parry Drive Rush links (see Drive Rush Combos): on Punish Counter, HK Donkey Kick puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and Drive Rush-enhanced normals. A simpler example is PC 236HK, 623HP' (2960 damage total).

PC 5HK, dash forward, 2HP > 623HP / (236KK, 623HP) Anywhere / Midscreen 3000 / 3360 - / SF6 drive gauge.png Difficulty: Easy

An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter 5HK puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see Drive Rush Combos below) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's bounce thus making follow-up juggles more reliable.

5HK, 4HP > 236HK, 623LP Corner 3690 Medium Best corner punish you can do without spending resources. 5HK, 4HP link is finicky but consistent.

SUPER ART COMBO ROUTES

SA1 Combo Routes
Combo Position Damage Drive Usage Notes
236HK > 236236P Anywhere 3560 Easy Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.

SA2 Combo Routes
Any Medium/Heavy Starter > 214PP > 214214P Anywhere 2900-3800 Medium Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
Starter > 236KK > 214214P Midscreen 2940-3840 Medium Another route into level 2 that does a hair more damage.

Ryu's Super Art 3, Shin Shoryuken can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in HP Shoryuken or HK Donkey Kick, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery.

SA3 Combo Routes
Combo Position Damage Difficulty Notes
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 4505-5541 Hard A high damage level 3 corner combo. It has a link between 5HP and 4HP, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 6145 Hard This is only possible on a jump-in, Shoryuken punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.

DRIVE RUSH COMBOS

Parry Drive Rush, starters and combo links
Combo Position Damage Drive Usage Notes
PDR, 6MP, 5MP > 214MK/236MK/623HP Anywhere 1920/2080/2320 Medium This is a core part of your Drive Rush strike mixup, 2MK being the other.
Starter > 214KK, PDR, 5MP > 214MP, 623HP Corner 2528-3550 Medium Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.

Drive Rush Cancel combos
Combo Position Damage Drive Usage Notes
5HP > DRC > 5HK > 5HP > DRC > 5HK > 5HP > 623HP > 236236K Anywhere 5796 Easy Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
5HK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP > 236236K Corner 6425 Medium A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the 236HK, 623LP can be replaced with 623 HP for 241 less damage.
236HK > PDR > 4HP > dj.214P > PDR > 5HP > DRC > dl.5HP > DRC > dl.4HP > 236MK > 623HP > 236236K Corner 6442/6724 Hard Highly optimized Level 3 + Drive dump 236HK combo that requires Denjin Charge. The 4HP needs to be delayed enough to reach the highest possible juggle and still be cancelable, or 623HP will miss. Can replace the 236MK juggle with 236HK > 236236K for a much easier combo at 282 less damage.

DRIVE IMPACT AND STUN COMBOS

Drive Impact crumple combos
Combo Position Damage Drive Usage Notes
Drive Impact crumple, 5HK, 2MK > 623HP Anywhere 2870 (inclusive of Drive Impact hit) Easy The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the 2MK > 623HP after 5HK can be made easier by using the 323 DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up.

ADVANCED/NICHE COMBOS

RYU'S COMBO THEORY


SF6 Navigation

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