Street Fighter 6/Ryu/Data

From SuperCombo Wiki


Character Vitals

Ryu
Portrait Icon HP Throw Range Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Ryu Portrait.png SF6 Ryu Face.png 10000 0.8 4+38+3 2.115 0.525
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.047 19 1.252 1.90 1.878
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 0.923 1.52 3.628


Normals

Standing Normals

5LP
Ryu
Ryu_5lp

5LP

Standing Light Punch
SF6 Ryu 5lp.png
SF6 Ryu 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +8 +3 +4 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK
5MP
Ryu
Ryu_5mp

5MP

Standing Medium Punch
SF6 Ryu 5mp.png
SF6 Ryu 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA TC 16 (18 TC)
Startup Active Recovery Total Hitstun Blockstun
6 4 11 20 22 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +11 +3 +12 +4
Punish Advantage Hit Advantage Block Advantage
+11 +7 -1
Notes
Useful combo tool with a Target Combo follow-up
5HP
Ryu
Ryu_5hp

5HP

Standing Heavy Punch
SF6 Ryu 5hp.png
SF6 Ryu 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA TC 19 (22 TC)
Startup Active Recovery Total Hitstun Blockstun
10 5 18 32 26 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +7 +2 +16 +11
Punish Advantage Hit Advantage Block Advantage
+7 +3 -2
Notes
Forces stand on hit (allowing Target Combo follow-up to work on crouching opponents); good poke with hitbox priority, many active frames, and a reactable hitconfirm window
5LK
Ryu
Ryu_5lk

5LK

Standing Light Kick
SF6 Ryu 5lk.png
SF6 Ryu 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 11 18 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +6 0 +5 -1
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
Good range for a 5f light (useful in punishes and neutral buffers)
5MK
Ryu
Ryu_5mk

5MK

Standing Medium Kick
SF6 Ryu 5mk.png
SF6 Ryu 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 3 18 29 25 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +8 0 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -4
Notes
Solid poke that can go over some other low pokes
5HK
Ryu
Ryu_5hk

5HK

Standing Heavy Kick
SF6 Ryu 5hk.png
SF6 Ryu 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
12 4 20(22) 35 33 24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +13 +5 - -
Punish Advantage Hit Advantage Block Advantage
KD +84 Crumple +9 +1
Notes
Whiffs on crouching opponents (but can hit crouching moves that extend the hurtbox upward); 2 extra recovery frames on block; good horizontal anti-air that puts airborne opponents into limited juggle state; +11 before Punish Counter crumple state goes airborne; the leg hurtbox that appears 1f before active is only vulnerable to projectiles

Crouching Normals

2LP
Ryu
Ryu_2lp

2LP

Crouching Light Punch
SF6 Ryu 2lp.png
SF6 Ryu 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 11
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 15 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +8 +3 +5 0
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK; additional hurtbox appears frames 1-6 above Ryu that is vulnerable to air strikes, preventing its use as an anti-air
2MP
Ryu
Ryu_2mp

2MP

Crouching Medium Punch
SF6 Ryu 2mp.png
SF6 Ryu 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
6 3 14 22 22 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 +9 +4 +12 +7
Punish Advantage Hit Advantage Block Advantage
+9 +5 0
Notes
Combo and pressure tool; additional hurtbox appears frames 1-9 above Ryu that is vulnerable to air strikes, preventing its use as an anti-air
2HP
Ryu
Ryu_2hp

2HP

Crouching Heavy Punch
SF6 Ryu 2hp.png
SF6 Ryu 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 18
Startup Active Recovery Total Hitstun Blockstun
9 6 21(22) 35 27(22) 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 +5 -3 +17 +9
Punish Advantage Hit Advantage Block Advantage
+5 +1 -7
Notes
Forces stand on hit; decent anti-air; cannot hit cross-ups; fist hurtbox is invincible to air strikes on frame 9; head hurtbox is invincible to air strikes on frames 10-14; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; 5f less hitstun on active frames 2-5 (can be punishable on meaty timing)
2LK
Ryu
Ryu_2lk

2LK

Crouching Light Kick
SF6 Ryu 2lk.png
SF6 Ryu 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 2 10 16 15 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Chains into 5LP/2LP/2LK
2MK
Ryu
Ryu_2mk

2MK

Crouching Medium Kick
SF6 Ryu 2mk.png
SF6 Ryu 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
8 3 19 29 23 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +5 -2 +11 +4
Punish Advantage Hit Advantage Block Advantage
+5 +1 -6
Notes
Range: 1.482
2HK
Ryu
Ryu_2hk

2HK

Crouching Heavy Kick
SF6 Ryu 2hk.png
SF6 Ryu 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 23(29) 34(40) - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 HKD +32 -8 - -
Punish Advantage Hit Advantage Block Advantage
HKD +47 HKD +32 -12
Notes
Good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)

Jumping Normals

j.LP
Ryu
Ryu_jlp

j.LP

Jumping Light Punch
SF6 Ryu jlp.png
SF6 Ryu jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 10 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+13 +9 +5
Notes
Can be used as a fuzzy instant overhead
j.MP
Ryu
Ryu_jmp

j.MP

Jumping Medium Punch
SF6 Ryu jmp.png
SF6 Ryu jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
350x2 - - H Sp -
Startup Active Recovery Total Hitstun Blockstun
8 2,3 3 land - 15,17 (19) 11,13 (15)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2500x2] 500x2 250x2 (175x2) 125x2 (62x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+15,+16 (≤ +17) +11,+12 (≤ +13) +7,+8 (≤ +9)
Notes
Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state
j.HP
Ryu
Ryu_jhp

j.HP

Jumping Heavy Punch
SF6 Ryu jhp.png
SF6 Ryu jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+19 +15 +11
Notes
Spike knockdown on counter hit/Punish Counter vs. airborne opponents
j.LK
Ryu
Ryu_jlk

j.LK

Jumping Light Kick
SF6 Ryu jlk.png
SF6 Ryu jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 10 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+13 +9 +5
Notes
Cross-up
j.MK
Ryu
Ryu_jmk

j.MK

Jumping Medium Kick
SF6 Ryu jmk.png
SF6 Ryu jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+17 +13 +9
Notes
Cross-up
j.HK
Ryu
Ryu_jhk

j.HK

Jumping Heavy Kick
SF6 Ryu jhk.png
SF6 Ryu jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
12 8 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
+19 +15 +11
Notes

Command Normals

6MP
Ryu
Ryu_6mp

6MP

Collarbone Breaker
SF6 Ryu 6mp.png
SF6 Ryu 6mp hitbox.pngSF6 Ryu 6mp2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2 - - H - -
Startup Active Recovery Total Hitstun Blockstun
20 1,3 19 42 19,24 (25) 17,19 (20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +6 +1 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -3
Notes
Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits
6HP
Ryu
Ryu_6hp

6HP

Solar Plexus Strike
SF6 Ryu 6hp.png
SF6 Ryu 6hp hitbox.pngSF6 Ryu 6hp2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
20 2,3 16 40 15,25 (27) 8,20 (22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [4000x2] 1250x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +10 +5 - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 +1
Notes
Good forward-moving combo starter and pressure tool; 2nd hit can whiff at a specific range, becoming -5 oH / -12 oB; counter-hit/Punish Counter frame advantage applies to both hits
4HP
Ryu
Ryu_4hp

4HP

Short Uppercut
SF6 Ryu 4hp.png
SF6 Ryu 4hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 17
Startup Active Recovery Total Hitstun Blockstun
7 4 25(26) 35(36) 30(22) 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 +5 -9 +20 +6
Punish Advantage Hit Advantage Block Advantage
+5 +1 -13
Notes
Forces stand on hit; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; extremely short range makes it finicky in combos; 8f less hitstun on active frames 2-4 (can be punishable with meaty timing)
4HK
Ryu
Ryu_4hk

4HK

Axe Kick
SF6 Ryu 4hk 1.png
SF6 Ryu 4hk 1 hitbox.pngSF6 Ryu 4hk 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - LH Sp SA 37(17)
Startup Active Recovery Total Hitstun Blockstun
10(20) 5(5)3 21 43 20,24 (34) 14,20 (30)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000,1000 [3000x2] 750x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +4 0 +10(+14) +4(+10)
Punish Advantage Hit Advantage Block Advantage
+4 0 -4
Notes
() refers to 2nd hit startup; 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit knocks down vs. airborne opponents; both hits are cancelable; Counter hit and Punish Counter frame advantage applies to both hits
6HK
Ryu
Ryu_6hk

6HK

Whirlwind Kick
SF6 Ryu 6hk.png
SF6 Ryu 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp* 19
Startup Active Recovery Total Hitstun Blockstun
16 4 20 39 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +6 0 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
Cancelable to OD Air Tatsu on hit/block; Low Crush on frames 13-19 (not airborne)

Target Combos

5MP~LK
Ryu
Ryu_5mp_lk

5MP~LK

Fuwa Double Strike
SF6 Ryu 5lk.png
SF6 Ryu 5mp lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - LH TC 35
Startup Active Recovery Total Hitstun Blockstun
5 3 16 23 20 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [2000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +1 -7
Notes
Hits consistently at max 5MP range, but the LK can whiff if 5MP connects on an extended hurtbox
5MP~LK~HK
Ryu
Ryu_5mp_lk_hk

5MP~LK~HK

Fuwa Triple Strike
SF6 Ryu 5mp lk hk.png
SF6 Ryu 5mp lk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900(720) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
17 4 20 40 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [10000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +36 KD +36 -8
Notes
(refers to scaled damage); 6f gap before HK on block; HK can come out even if LK whiffs (like after punishing an extended hurtbox)
5HP~HK
Ryu
Ryu_5hp_hk

5HP~HK

High Double Strike
SF6 Ryu 5hk.png
SF6 Ryu 5hp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 4 20 32 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [10000] 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +36 KD +36 -8(-18)
Notes
HK cannot hit vs. crouch block (much more unsafe)

Throws

LPLK
Ryu
ryu_lplk

LPLK

Shoulder Throw
SF6 Ryu lplk.png
SF6 Ryu lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +17 KD +17 -
Notes
Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw)
4LPLK
Ryu
Ryu_4lplk

4LPLK

Somersault Throw
SF6 Ryu 4lplk.png
SF6 Ryu 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +11 KD +11 -
Notes
Side switches; no throw/strike oki after back throwing opponent into corner

Drive Moves

HPHK
Ryu
Ryu_hphk

HPHK

Shingeki
SF6 Ryu hphk.png
SF6 Ryu hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Ryu
Ryu_6hphk

6HPHK

Chest Strike
SF6 Ryu 6hphk.png
SF6 Ryu 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
Ryu
Ryu_mpmk

MPMK

Drive Parry
SF6 Ryu mpmk.png
SF6 Ryu mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Ryu
Ryu_66

66

Drive Rush
SF6 Ryu 66.png
SF6 Ryu 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.525 (min/throw), 1.878 (min/block), 3.628 (max/final DR frame)

Special Moves

Hadoken

236LP
Ryu
Ryu_236lp

236LP

Hadoken
SF6 Ryu 236lp.png
SF6 Ryu 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
16 - 31 47 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.055
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -5
Notes
1-hit projectile
236MP
Ryu
Ryu_236mp

236MP

Hadoken
SF6 Ryu 236p.png
File:SF6 Ryu 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
14 - 33 47 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.070
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -7
Notes
1-hit projectile
236HP
Ryu
Ryu_236hp

236HP

Hadoken
SF6 Ryu 236p.png
File:SF6 Ryu 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
12 - 35 47 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.085
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
-1 -5 -9
Notes
1-hit projectile
236PP
Ryu
Ryu_236pp

236PP

Hadoken
SF6 Ryu 236pp.png
SF6 Ryu 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 20% Starter; Combo (2 hits) LH SA2 SA3 12
Startup Active Recovery Total Hitstun Blockstun
12 - 28 40 - 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2) 0.095
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +54 KD +54 -1
Notes
2-hit OD projectile; puts opponent into limited juggle state on hit
236P(charged)
Ryu
Ryu_236p(charged)

236P

Denjin Charge Hadoken
SF6 Ryu 236p charge.png
SF6 Ryu 236p charge hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 20% Starter; Combo (2 hits) LH SA3 12
Startup Active Recovery Total Hitstun Blockstun
12 - 30 42 - 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [1500x2] 500x2 300x2 (210x2) 150x2 (75x2) 0.12
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +52 KD +52 -3
Notes
2-hit projectile; puts opponent into limited juggle state on hit; button strength does not affect projectile speed
236PP(charged)
Ryu
Ryu_236pp(charged)

236PP

Denjin Charge Hadoken
SF6 Ryu 236pp charge.png
SF6 Ryu 236pp charge hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2,400 (1000) 75x2,100 (250) 20% Starter; Combo (2 hits) LH SA2 SA3 13
Startup Active Recovery Total Hitstun Blockstun
12 - 26 38 - 29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x3 [1000x2,3000] -20000 300x3 (210x3) 150x3 (75x3) 0.145
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+6 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +57 KD +57 +2
Notes
3-hit OD projectile; puts opponent into limited juggle state on hit


Shoryuken

623LP
Ryu
Ryu_623lp

623LP

Shoryuken
SF6 Ryu 623p.png
SF6 Ryu 623p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100(800) 275 30% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
5 10 21+12 land 47 - 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 7-35 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -23
Notes
Has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit cross-up; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air)
623MP
Ryu
Ryu_623mp

623MP

Shoryuken
SF6 Ryu 623p.png
SF6 Ryu 623p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200(800) 300 30% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
6 10 30+12 land 57 - 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Air - 8-45 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-50 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -32
Notes
Has juggle potential; cannot hit cross-up; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air)
623HP
Ryu
Ryu_623hp

623HP

Shoryuken
SF6 Ryu 623p.png
SF6 Ryu 623p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1400(800) 350 30% Starter LH SA3 22
Startup Active Recovery Total Hitstun Blockstun
7 10 34+15 land 65 - 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Air - 9-50 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-57 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -39
Notes
Has juggle potential; cannot hit cross-up; does reduced damage on active frames 3-10 (weaker as a high-connect anti-air)
623PP
Ryu
Ryu_623pp

623PP

Shoryuken
SF6 Ryu 623pp.png
SF6 Ryu 623pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800x2 200x2 - LH - -
Startup Active Recovery Total Hitstun Blockstun
7 2,8 37+15 land 67 - 22 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 - -20000 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Full - 8-52 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-60 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -40
Notes
Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air

Tatsumaki Senpukyaku

214LK
Ryu
Ryu_214lk

214LK

Tatsumaki Senpu-kyaku
SF6 Ryu 214k.png
SF6 Ryu 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Total Hitstun Blockstun
12 3 14+18 land 46 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 5-28 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -15
Notes
Can hit crouching opponents
214MK
Ryu
Ryu_214mk

214MK

Tatsumaki Senpu-kyaku
SF6 Ryu 214k.png
SF6 Ryu 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225x2 - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 2(13)2 11+20 land 61 - 20,20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [5000] 2000 (2000x2) 1000 (700) 500x2 (250x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
10-41 Lower Body Projectile - 8-41 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23(+38) KD +23(+38) -13(-28)
Notes
Only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage
214HK
Ryu
Ryu_214hk

214HK

Tatsumaki Senpu-kyaku
SF6 Ryu 214k.png
SF6 Ryu 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250x3 - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 2(13)2(13)2 14+17 land 78 - 20,20,20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x3 [5000] 2000 (2000x3) 1000 (700) 500x3 (250x3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
10-61 Lower Body Projectile - 10-61 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20(+35)(+50) KD +20(+35)(+50) -13(-28)(-43)
Notes
Only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage; puts opponent into limited juggle state (can juggle afterward if 3rd hit connects)
214KK
Ryu
Ryu_214kk

214KK

Tatsumaki Senpu-kyaku
SF6 Ryu 214kk.png
SF6 Ryu 214kk hitbox.pngSF6 Ryu 214kk2 hitbox.pngSF6 Ryu 214kk3 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x5 50x5 - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 2(4)2(4)2(3)2(4)2 10+13 land 60 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [1000x5] -20000 160x4,360 (112x4,252) 80x4,180 (40x4,90) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 5-47 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +57 KD +57 -14(-32)
Notes
Can hit crouching opponents; puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse)

Air Tatsumaki Senpukyaku

j.214K
Ryu
Ryu_j214k

j.214K

Aerial Tatsumaki Senpu-kyaku
SF6 Ryu j214k.png
SF6 Ryu j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225x2 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
11 2(5)2(6)2 16 land - - 20(16)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21(-15) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46(+52) KD +46(+52) -6(+3)
Notes
Can be input during forward jump; not an overhead; can cross-up; at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or SA1); the last 13f of recovery puts Ryu in a crouching state; 4f less blockstun when landing as a cross-up
j.214KK
Ryu
Ryu_j214kk

j.214KK

Aerial Tatsumaki Senpu-kyaku
SF6 Ryu j214kk.png
SF6 Ryu j214kk hitbox.pngSF6 Ryu j214kk2 hitbox.pngSF6 Ryu j214kk3 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,200x3,600 (1500) 75,50x3,150 (375) Combo (extra 15%) LH - -
Startup Active Recovery Total Hitstun Blockstun
11 2(1)3(1)3(1)3(2)2 16 land - - 27 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [1000x5] -20000 200,100x4 (140,70x4) 100,50x4 (50,25x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-46(-43) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45(+51) KD +45(+51) -29(-32)
Notes
Can be input during forward jump; cannot hit cross-up; can only hit crouching opponents if canceled from 6HK; puts opponent into limited juggle state; the last 13f of recovery puts Ryu in a crouching state

High Blade Kick

236LK
Ryu
Ryu_236lk

236LK

High Blade Kick
SF6 Ryu 236k.png
SF6 Ryu 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 25
Startup Active Recovery Total Hitstun Blockstun
15 9 22 45 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -11
Notes
Puts opponent into limited juggle state on hit
236MK
Ryu
Ryu_236mk

236MK

High Blade Kick
SF6 Ryu 236k.png
SF6 Ryu 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 - LH SA3 25
Startup Active Recovery Total Hitstun Blockstun
18 9 19(22) 45(48) - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [7000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -8
Notes
Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count; 3 extra recovery frames on whiff
236HK
Ryu
Ryu_236hk

236HK

High Blade Kick
SF6 Ryu 236k.png
SF6 Ryu 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300 325 - LH SA3 30
Startup Active Recovery Total Hitstun Blockstun
29 9 16 53 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
8000 [10000] 5000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +95 tumble KD +45 -5
Notes
Puts opponent into limited juggle state on hit (can follow up with 623LP or SA3 in corner); Punish Counter tumble state can be hit OTG; has great range and forward movement, making it a useful poke in neutral
236KK
Ryu
Ryu_236kk

236KK

High Blade Kick
SF6 Ryu 236kk.png
SF6 Ryu 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 Combo (2 hits) LH SA2 SA3 27
Startup Active Recovery Total Hitstun Blockstun
18 5 33 55 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
Wall Bounce +49(65) Wall Bounce +49(65) -18
Notes
Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head

Hashogeki

214LP
Ryu
Ryu_214lp

214LP

Hashogeki
SF6 Ryu 214p.png
SF6 Ryu 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 24
Startup Active Recovery Total Hitstun Blockstun
12 6 18 35 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +59 spin +2 -4
Notes
Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter
214MP
Ryu
Ryu_214mp

214MP

Hashogeki
SF6 Ryu 214p.png
SF6 Ryu 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 23
Startup Active Recovery Total Hitstun Blockstun
19 6 17 41 25 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +58 spin +2 -6
Notes
Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter
214HP
Ryu
Ryu_214hp

214HP

Hashogeki
SF6 Ryu 214p.png
SF6 Ryu 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA3 39
Startup Active Recovery Total Hitstun Blockstun
30 6 19 54 - 27 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +61 spin KD +61 spin +2
Notes
2 hits, even if it connects on final active frame; strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on hit
214PP
Ryu
Ryu_214pp

214PP

Hashogeki
SF6 Ryu 214pp.png
SF6 Ryu 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 Combo (2 hits) LH SA2 SA3 22
Startup Active Recovery Total Hitstun Blockstun
18 6 20 43 29 29
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 900 (630) 450 (225) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 +3
Notes
Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles; great pressure tool
214P(charged)
Ryu
Ryu_214p(charged)

214P

Denjin Charge Hashogeki
SF6 Ryu 214p charge.png
SF6 Ryu 214p charge hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA3 38
Startup Active Recovery Total Hitstun Blockstun
21 6 18(31) 44 - 41 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +62 Spin KD +62 Spin +3
Notes
() refers to recovery on block; strike hitbox but can nullify 2-hit meterless projectile; puts opponent into spinning juggle state on hit
214PP(charged)
Ryu
Ryu_214pp(charged)

214PP

Denjin Charge Hashogeki
SF6 Ryu 214pp charge.png
SF6 Ryu 214pp charge hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA2 SA3 22
Startup Active Recovery Total Hitstun Blockstun
18 6 19 42 - 29
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] -20000 1100 (770) 550 (275) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +91 Crumple KD +87 Crumple +4
Notes
1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; crumple state is +14 before opponent becomes airborne

Denjin Charge

22P
Ryu
Ryu_22p

22P

Denjin Charge
SF6 Ryu 22p.png
SF6 Ryu 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
50 - 2 52 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Charges up next fireball-based move (Hadoken, Hashogeki, Shinku Hadoken) into a more powerful Denjin version; Ryu is in a counter-hit state for the entire animation; gains the Denjin charge on frame 50


Super Arts

236236P
Ryu
Ryu_236236p

236236P

Shinku Hadoken
SF6 Ryu 236236p.png
SF6 Ryu 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x5 (2000) 100x5 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
8 - 79 87 - 56 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 0.12
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-8 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +26 KD +26 -24
Notes
5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen
Ryu
Ryu_236236p_denjin

236236P

Denjin Hadoken
SF6 Ryu 236236p denjin.png
SF6 Ryu 236236p denjin hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x4,800 (2400) 100x5 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
8 - 79 87 - 56 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 0.12
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-8 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -24
Notes
5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; consumes Denjin stock for slightly more damage and KD Advantage


214214P
Ryu
Ryu_214214p

214214P

Shin Hashogeki Lv.1
SF6 Ryu 214214p.png
SF6 Ryu 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2600 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
12 6 39 56 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20 KD +20 -20
Notes
Can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level
Ryu
Ryu_214214p_denjin

214214P

Denjin Hashogeki Lv.1
SF6 Ryu 214214p denjin.png
SF6 Ryu 214214p denjin hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
12 6 39 56 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-13 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20 KD +20 -20
Notes
Can be held to increase damage/KD Advantage (reduces invincibility by 3f); strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; consumes Denjin stock for slightly more damage
214214P (Lv.2)
Ryu
Ryu_214214p_lv2

214214P (hold)

Shin Hashogeki Lv.2
SF6 Ryu 214214p.png
SF6 Ryu 214214p hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2800 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
21 6 39 65 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20 KD +20 -20
Notes
Loses 3 invincibility frames if held; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level
Ryu
Ryu_214214p_denjin_lv2

214214P (hold)

Denjin Hashogeki Lv.2
SF6 Ryu 214214p denjin.png
SF6 Ryu 214214p hold denjin hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3200 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
21 6 39 65 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20 KD +20 -20
Notes
Loses 3 invincibility frames if held; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; consumes Denjin stock for slightly more damage
214214P (Lv.3)
Ryu
Ryu_214214p_lv3

214214P (hold)

Shin Hashogeki Lv.3
SF6 Ryu 214214p.png
SF6 Ryu 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
50 6 39 84 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +78 Tumble KD +78 Tumble -20
Notes
Loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; extremely high pushback on block (can be difficult to punish without holding Parry into immediate Drive Rush)
Ryu
Ryu_214214p_denjin_lv3

214214P (hold)

Denjin Hashogeki Lv.3
SF6 Ryu 214214p denjin.png
SF6 Ryu 214214p denjin hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3400 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
50 6 39 84 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +78 Tumble KD +78 Tumble -20
Notes
Loses 3 invincibility frames if held; full charge causes tumble OTG state; strike hitbox, but can clash with 1-hit Super projectiles and destroy non-Super projectiles; Burnout chip damage does not changed based on charge level; extremely high pushback on block (can be difficult to punish without holding Parry into immediate Drive Rush); consumes Denjin stock for slightly more damage
236236K
Ryu
Ryu_236236k

236236K

Shin Shoryuken
SF6 Ryu 236236k.png
SF6 Ryu 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 (2600) 400,300x2,50x2 (1000~1100) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
5 12 32+39 land 87 - 31/29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x3 15000(3000x5) - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break 7-48 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-74 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +8 HKD +8 -50(-54)
Notes
More hits connect on block vs. tall standing characters; active frames 3-12 cause a non-cinematic hit that does reduced damage (400x4,1000); cannot anti-air cross-ups; cinematic time regenerates ~2.2 Drive bars for Ryu
236236K(CA)
Ryu
Ryu_236236k(ca)

236236K

Shin Shoryuken (CA)
SF6 Ryu 236236k(ca).png
SF6 Ryu 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 (4400) 650,300x2,50x2 (1250~1350) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
5 12 32+39 land 87 - 31/29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,3000x2 20000(4000x5) - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full Break 7-48 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-74 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +8 HKD +8 -50(-54)
Notes
More hits connect on block vs. tall standing characters; active frames 3-12 cause a non-cinematic hit that does slightly reduced damage (400x2,1200x3); cannot anti-air cross-ups; available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Ryu

Taunts

5PPPKKK
Ryu
Ryu_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Ryu 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
210 (total) - - 210 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Come on!"
6PPPKKK
Ryu
Ryu_6pppkkk

6PPPKKK

Forward Taunt
SF6 Ryu 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
124 (total) - - 124 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
*Slaps face*
4PPPKKK
Ryu
Ryu_4pppkkk

4PPPKKK

Back Taunt
SF6 Ryu 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
209 (total) - - 209 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Your footwork's sloppy."
2PPPKKK
Ryu
Ryu_2pppkkk

2PPPKKK

Down Taunt
SF6 Ryu 2pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
154 (total) - - 154 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Come!"



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