Street Fighter 6/Ryu/Introduction

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Introduction

Ever training, this martial artist seeks true strength. Well-mannered and sincere, Ryu travels the globe in search of worthy opponents. Having overcome the Satsui no Hado, he now seeks yet greater heights.


Strengths Weaknesses
  • Teachable Moments: Ryu is the standard to which all fighting game characters compare. His toolset can teach you the genre and remain useful at all levels of play.
  • Well-Rounded: Ryu's straightforward gameplan is well adapted to fight against many different archetypes and playstyles. Matchups are rarely lopsided in either direction.
  • Mid-Range Presence: With excellent buttons like 2MK and 6HP in addition to the constant threat of his Hadoken, he can put up defensive wall that quickly turns into offensive momentum.
  • Corner Throw Loop: After a corner throw, Ryu stands right next to the opponent without even having to move. This allows him to mix up the defender without telegraphing his intention by walking or dashing.
  • Juggles Galore: With Drive gauge or Denjin stocks, Ryu is capable of extended juggle sequences that deal massive damage.
  • Predictable Gameplan: Ryu doesn't have a deep bag of tricks to confuse the opponent. If your opponent is more fundamentally sound, it will be difficult to "steal" a win.
  • Finicky Ranged Confirms: After 5MP, Ryu's primary hitconfirm normal, followup links can easily whiff due to range issues. Ryu must often settle for lower damage combo enders, or rely on Drive Rush forward momentum to stay in range.
  • Denjin Risk: Activating a Denjin Charge in neutral carries high risk, and activating after a knockdown forces Ryu to sacrifice midscreen okizeme.

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