Street Fighter 6/Ryu/Strategy

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< Street Fighter 6‎ | Ryu
Revision as of 21:58, 11 June 2023 by Silhouette0x21 (talk | contribs) (→‎Punishable on block: Refactor to table format)


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO


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)
?
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 cancelling 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 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HP 4HK 6HP 6HK 6MP
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
5LK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2LP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
2MK~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
4HP~DR ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
4HK~DR
(1st/2nd)
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +? ?
5MP~DR +? ?
5HP~DR +? ?
5LK~DR +? ?
2LP~DR +? ?
2MP~DR +? ?
2HP~DR +? ?
2MK~DR +? ?
4HP~DR +20 Links directly to 6HP (+10)
4HK~DR
(1st/2nd)
+10(14) ?


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




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