Street Fighter 6/Ryu/Combos: Difference between revisions

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| {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / {{clr|8|214MK}} || Anywhere || 1440 / 1370 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
| {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / {{clr|8|214MK}} || Anywhere || 1440 / 1370 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block.
The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn.
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| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{drive sf6}} || Difficulty: {{clr|8|Medium}}

Revision as of 17:29, 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 MK Tatsu from cancel, but 2LP has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from MK 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 Tatsu 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 Parry Drive Rush, but the three listed here (MK Tatsu, MK Donkey Kick and corner-only HP 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 Swagger Step (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. MK Donkey Kick is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. MK Tatsu has great corner carry. Note that any instance of MK Tatsu from here on out can be swapped with HK 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 HK 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 5HP 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. HP Shoryuken is your highest damage meterless combo ender from this link. MK Tatsu gives you corner carry and oki.

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

LK Donkey Kick gives you space to pop Denjin. This MK Tatsu ender does provide oki, but this oki is worsened midscreen as 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 CANNOT cancel the 4HK into Super Art 1. If you wanna spend super, you have to cancel into Super Art 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 SF6 drive gauge.png 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

Ryu's Super Art 1, Shinkuu Hadoken can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner.

SA1 Combo Routes
Combo Position Damage Drive Usage Notes
236PP, 236236P Corner 2400 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

A corner-only juggle from OD Hadoken. Two ideal starters to fish for this combo with are 5LK and 5HP, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the OD Hadoken knockback for the Super Art 1 to reliably connect afterwards

214KK, 236236P Corner 3000 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Easy

Another corner-only juggle into Super Art 1, this time from OD Tatsu. This is relatively easy to combo into, as OD Tatsu is comboable from Ryu's {{clr|7|Light} normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo.

(214HP or Denjin Charged 214P), [INSERT COMBO HERE], 236236P Anywhere Variable Variable Difficulty: Variable

This is not a placeholder: Ryu has numerous juggle routes following a HP Hashogeki or Denjin Charged Hashogeki launch, and Super Art 1 can fit very neatly at the end of them, often as the only move he has that will reach. Many of these involve different numbers of Parry Drive Rushes and are too numerous to list here. See Advanced/Niche Combos below for more info on Hashogeki juggle routes.

Punish Counter 236HK > 236236P Anywhere 3560 - Difficulty: Easy

Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter.

Ryu's Super Art 2, Shin/Denjin Hashogeki can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to OD Donkey Kick and OD Hashogeki.

SA2 Combo Routes
Combo Position Damage Drive Usage Notes
Any Medium/Heavy Starter > 214PP > 214214P Anywhere 2900-3800 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

Your basic route into Super Art 2. You can charge it to level 2 if you release as soon as it hits the second level of charge.

Starter > 236KK > 214214P Midscreen 2940-3840 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

Another route into the level 2 charge that does a hair more damage.

Any Medium/Heavy Starter > Denjin Charged 214PP, Parry Drive Rush, 2HP > 623HP Corner 4396 - 5386 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png Difficulty: Hard

A notable route in that Super Art 2 is used in the middle and not at the end. The crumple from Denjin Charged OD Hashogeki allows the Super to be charged up to Level 2, after which they can be juggled with a Parry Drive Rush-enhanced 2HP. The Parry Drive Rush link can be omitted by just performing HP Shoryuken after the Super Art 2, making the combo easier at the cost of about 200 damage. The two starters used to measure damage were 2MK and 5HP.

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. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's Super Art 3

SA3 Combo Routes
Combo Position Damage Drive Usage Notes
Any Medium/Heavy Starter > 236KK, HP Shoryuken > 236236K Midscreen 3980 - 4580 SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

A key point of Ryu's Super Art 3 cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly above Ryu. In this case, if Ryu performs the HP Shoryuken too early after the OD Donkey Kick, then the Super will whiff beneath the juggled opponent. The HP Shoryuken must be performed as late as possible before the opponent hits the ground so that the Super Art 3 cancel is guaranteed to connect. The two starters used to measure damage were 2MK and 5HP.

Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK > 236236K Anywhere 4179 - 4791 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

A simple DRC route into Super Art 3, using HK Donkey Kick as the cancel point. HK Donkey Kick is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and Super Art 3 will whiff. Upon grounded connects such as this however, it can be relied upon to connect. The two starters used to test damage were 2MK and 5HP.

Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 4505 - 5541 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png Difficulty: Hard

A high damage level 3 corner combo. It has a link between 5HP and 4HP, after HK Donkey Kick, and a tight cancel from LP Shoryuken into Super Art 3.

jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 6145 SF6 drive gauge.pngx6 Difficulty: 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 HK Donkey Kick and LP Shoryuken and put in a HP Shoryuken to Super Art 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 SF6 drive gauge.png Difficulty: Medium

This is a core part of your Drive Rush high-low strike mixup, 2MK being the other. On block, the Parry Drive Rush-enhanced 6MP is +1, so Ryu is not only safe but can continue to pressure.

PDR, 2MK, 5LK > 236LK / 214MK Anywhere 1440 / 1370 SF6 drive gauge.png Difficulty: Medium

The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the Parry Drive Rush-enhanced 2MK is -2 on block, which is safe but still allows the opponent to take their turn.

Starter > 214KK, PDR, 5MP > 214MP, 623HP Corner 2528-3550 SF6 drive gauge.png Difficulty: 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
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK / 623HP Anywhere 2179 - 2850 SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 8|Medium}}

The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from 4HP to HP Shoryuken can be finicky but becomes easier after some practice. In the corner, HK Donkey Kick can juggle into LP Shoryuken, making it the superior choice in that part of the screen. The starters used to measure damage were 2MK and 5HP.

5HP > DRC, 5HK > 5HP > DRC, 5HK > 5HP > 623HP > 236236K Anywhere 5796 SF6 drive gauge.pngx6 Difficulty: 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 SF6 drive gauge.pngx6 Difficulty: 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 SF6 drive gauge.pngx6 Difficulty: 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) - Difficulty: 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.

Drive Impact crumple, 6HP, 2MP > 623HP Anywhere 2860 (inclusive of Drive Impact hit - Difficulty: Easy

An alternative route for the combo above, they are both meterless, begin with a Heavy starter, and end with HP Shoryuken. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki, which can make its damage potentially explosive.

Drive Impact crumple, dash forward, 2HP > 214MP, 623HP Corner 3000 (inclusive of Drive Impact hit) - Difficulty: Easy

A corner-only meterless Drive Impact combo that utilises MP Hashogeki to juggle the opponent and extend the combo. The HP Shoryuken ender hits low enough that it can be combo into a Super Art 3 cancel.

Drive Impact crumple, 6HP, 2MP > Denjin Charged 214P, 214MP, 623LP Corner 3340 (inclusive of Drive Impact hit) - Difficulty: Medium

The aforementioned Solar Plexus Strike (6HP) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The LP Shoryuken ender is a tight link, the timing of which requires some practice, but can also be canceled into Super Art 3 for a huge damage burst.

Drive Impact crumple, 6HP, 2MP > Denjin Charged 214P, Parry Drive Rush, 5HP > 623HP Anywhere 3312 (inclusive of Drive Impact hit) SF6 drive gauge.png Difficulty: Medium

Parry Drive Rush can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is 5HP > HP Shoryuken (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as 5HP > LP Hashogeki, 2HK exist and do similar damage, for more of which see Advanced/Niche Combos below (note that the 2HK does not give a Hard Knockdown, as the opponent is already in a juggle state).

Drive Impact crumple, 5HK, 2MK > Denjin Charged 214PP, 5HP > 623HP Anywhere 3590 (inclusive of Drive Impact hit) SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Easy

With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the HP Shoryuken ender into Super Art 3.

Drive Impact crumple, 5HK, 2MK > Denjin Charged 214PP, dash forward, 2HP > 214MP, 623HP Corner 3770 (inclusive of Drive Impact hit} SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an airborne and juggleable state. This delay is achieved by the use of a forward dash before the 2HP, followed by a corner juggle with MP Hashogeki into HP Shoryken. This can also be canceled into Super Art 3.

Wall Splat combos
Combo Position Damage Drive Usage Notes
Wall Splat, 5HP > 214MP, 623HP Corner 2176 - Difficulty: Easy

Most damage for nothing off a Wall Splat. Except for...

Wall Splat, 5HP > Denjin Charged 214P, forward jump, j.MP (2nd hit) > ( Aerial Tatsumaki / OD Aerial Tatsumaki, Super 1 or 3 Corner 2232 / 3288 / 4568 - / SF6 drive gauge.pngSF6 drive gauge.png Difficulty: Medium

Without spending Drive on the OD Aerial Tatsumaki, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, 5HP > HK Donkey Kick does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as LP Shoryuken will not combo after HK Donkey Kick following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's Super Art 1 or even Super Art 3 for a big damage boost

Post-Stun combos
Combo Position Damage Drive Usage Notes
STUN, Denjin Charge, j.HP, 4HP > 236HK, 623LP Corner 2730 - Difficulty: Medium

Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a 4HP > DRC, 5HP after the jump-in before linking back into the 4HP, but this is probably not worth it for three bars unless the enemy really is that close to death.

STUN, Denjin Charge, j.HK, 5HK, 2MK > 214KK, Parry Drive Rush, 5MP > Denjin Charged 214P, forward jump, j.MP (2nd hit) > 214KK, Super Art 1 or 3 Corner 3512 / 4912 SF6 drive gauge.pngx5 Difficulty: Medium

An extended post-Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case Super Art 3 is not available.

STUN, Denjin Charge, j.HK, 5HP > Denjin Charged 214PP, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP > Super Art 3 Corner 5298 SF6 drive gauge.pngx6 Difficulty: Medium

A meter dump combo using the 5HP > DRC, 5HK loop and Super Art 3. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.

ADVANCED/NICHE COMBOS



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu