Street Fighter 6/Ryu/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Ryu HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Ryu Portrait.png 10000 0.8 0.047 0.032 19 23 1.252 0.923 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +4 -1 LH Chn Sp SA 13
5MP 600 6 4 11 20 +7 -1 LH Sp SA TC 16 (18 TC)
5HP 800 10 5 18 32 +3 -2 LH Sp SA TC 19 (22 TC)
5LK 300 5 3 11 18 +2 -4 LH Sp SA 13
5MK 700 9 3 18 29 +4 -4 LH -
5HK 900 12 4 20(22) 35 +9 +1 LH -
2LP 300 4 2 9 14 +4 -1 LH Chn Sp SA 11
2MP 600 6 3 14 22 +5 0 LH Sp SA 16
2HP 800 9 6 21(22) 35 +1 -7 LH Sp SA 18
2LK 200 5 2 10 16 +3 -3 L Chn
2MK 500 8 3 19 29 +1 -6 L Sp SA 13
2HK 900 9 3 23(29) 34(40) HKD +32 -12 L -
j.LP 300 4 10 3 land - +9 +5 H -
j.MP 350x2 8 2,3 3 land - +11,+12 (≤ +13) +7,+8 (≤ +9) H Sp
j.HP 800 9 6 3 land - +15 +11 H -
j.LK 300 6 10 3 land - +9 +5 H -
j.MK 500 7 6 3 land - +13 +9 H -
j.HK 800 12 8 3 land - +15 +11 H -
6MP 300x2 20 1,3 19 42 +2 -3 H -
6HP 400x2 20 2,3 16 40 +6 +1 LH -
4HP 800 7 4 25(26) 35(36) +1 -13 LH Sp SA 17
4HK 400x2 10(20) 5(5)3 21 43 0 -4 LH Sp SA 37(17)
6HK 800 16 4 20 39 +2 -4 LH Sp* 19
5MP~LK 300 5 3 16 23 +1 -7 LH TC 35
5MP~LK~HK 900(720) 17 4 20 40 KD +36 -8 LH -
5HP~HK 1000 9 4 20 32 KD +36 -8(-18) LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -8 +4 -1 14 9 9
5MP +11 -13 +12 +4 22 14 11
5HP +7 -21 +16 +11 26 21 13
5LK 10% Starter +6 -12 +5 -1 16 10 9
5MK +8 -19 25 17 11
5HK KD +84 Crumple -21 33 24 13
2LP 10% Starter +8 -9 +5 0 15 10 9
2MP +9 -15 +12 +7 22 17 11
2HP +5 -24 +17 +9 27(22) 19 13
2LK 10% Starter +7 -10 15 9 9
2MK 20% Starter +5 -20 +11 +4 23 16 9
2HK HKD +47 -28 19 13
j.LP +13 -2 13 9 9
j.MP +15,+16 (≤ +17) -2 15,17 (19) 11,13 (15) 8,10
j.HP +19 -2 19 15 13
j.LK +13 -2 13 9 9
j.MK +17 -2 17 13 11
j.HK +19 -2 19 15 13
6MP +6 -21 19,24 (25) 17,19 (20) 8,10
6HP 20% Starter +10 -19 15,25 (27) 8,20 (22) 10,12
4HP +5 -27 +20 +6 30(22) 16 13
4HK +4 -22 +10(+14) +4(+10) 20,24 (34) 14,20 (30) 10,12
6HK +6 -22 26 20 13
5MP~LK +5 20 12 10
5MP~LK~HK KD +36 -22 16 13
5HP~HK KD +37 16 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 500 (350) 250 (125)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 6000 [8000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 500 (350) 250 (125)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 1500x2 [2500x2] 500x2 250x2 (175x2) 125x2 (62x2)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MP 1250x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2)
6HP 2500x2 [4000x2] 1250x2 500x2 (350x2) 250x2 (125x2)
4HP 5000 [8000] 2000 1000 (700) 500 (250)
4HK 2000,1000 [3000x2] 750x2 500x2 (350x2) 250x2 (125x2)
6HK 5000 [8000] 2500 1000 (700) 500 (250)
5MP~LK 1000 [2000] 1000 500 (350) 250 (125)
5MP~LK~HK 3000 [10000] 2500 1000 (700) 500 (250)
5HP~HK 7000 [10000] 2500 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
6MP
6HP
4HP
4HK
6HK
5MP~LK
5MP~LK~HK
5HP~HK

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK
5MP Useful combo tool with a Target Combo follow-up
5HP 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 Good range for a 5f light (useful in punishes and neutral buffers); DR cancel is delayed until after 2nd active frame
5MK Solid poke that can go over some other low pokes
5HK 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
2LP 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 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 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 Chains into 5LP/2LP/2LK
2MK Range: 1.482; special/DR cancel is delayed until after active frames
2HK 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)
j.LP Can be used as a fuzzy instant overhead
j.MP Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state; shifts Ryu's hurtbox upward during startup
j.HP Spike knockdown on counter hit/Punish Counter vs. airborne opponents
j.LK Cross-up
j.MK Cross-up; shifts Ryu's hurtbox upward during startup
j.HK
6MP Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits
6HP 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 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 () 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 Cancelable to OD Air Tatsu on hit/block; Low Crush on frames 13-19 (not airborne)
5MP~LK Hits consistently at max 5MP range, but the LK can whiff if 5MP connects on an extended hurtbox
5MP~LK~HK (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 HK cannot hit vs. crouch block (much more unsafe)

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +17 - T
4LPLK 1200 (2040) 5 3 23 30 KD +11 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +17
4LPLK 20% Immediate HKD +11
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Has access to corner throw loops without walking or dashing (whiff 5LP or manually time the next throw)
4LPLK Side switches; no throw/strike oki after back throwing opponent into corner
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236LP 600 16 - 31 47 -1 -5 LH SA3 4
236MP 600 14 - 33 47 -3 -7 LH SA3 4
236HP 600 12 - 35 47 -5 -9 LH SA3 4
236PP 400x2 12 - 28 40 KD +54 -1 LH SA2 SA3 12
236P 400x2 12 - 30 42 KD +52 -3 LH SA3 12
236PP 300x2,400 (1000) 12 - 26 38 KD +57 +2 LH SA2 SA3 13
623LP 1100(800) 5 10 21+12 land 47 KD +38 -23 LH SA3 17
623MP 1200(800) 6 10 30+12 land 57 KD +34 -32 LH SA3 17
623HP 1400(800) 7 10 34+15 land 65 KD +29 -39 LH SA3 22
623PP 800x2 7 2,8 37+15 land 67 KD +29 -40 LH -
214LK 800 12 3 14+18 land 46 KD +35 -15 LH -
214MK 900 14 2(13)2 11+20 land 61 KD +23(+38) -13(-28) LH -
214HK 1000 16 2(13)2(13)2 14+17 land 78 KD +20(+35)(+50) -13(-28)(-43) LH -
214KK 200x5 13 2(4)2(4)2(3)2(4)2 10+13 land 60 KD +57 -14(-32) LH -
j.214K 900 11 2(5)2(6)2 16 land - KD +46(+52) -6(+3) LH -
j.214KK 300,200x3,600 (1500) 11 2(1)3(1)3(1)3(2)2 16 land - KD +45(+51) -29(-32) LH -
236LK 1000 15 9 22 45 KD +35 -11 LH SA3 25
236MK 1100 18 9 19(22) 45(48) KD +40 -8 LH SA3 25
236HK 1300 29 9 16 53 KD +45 -5 LH SA3 30
236KK 800 18 5 33 55 Wall Bounce +49(65) -18 LH SA2 SA3 27
214LP 700 12 6 18 35 +2 -3 LH SA3 24
214MP 800 19 6 17 41 +2 -6 LH SA3 23
214HP 400x2 30 6 19 54 KD +61 Spin +2 LH SA3 39
214PP 900 18 6 20 43 +3 +3 LH SA2 SA3 22
214P 400x2 21 6 18(31) 44 KD +62 Spin +3 LH SA3 38
214PP 1000 18 6 19 42 KD +87 Crumple +4 LH SA2 SA3 22
22P - 50 - 2 52 - - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 150 +3 -21 27 8
236MP 150 +1 -23 27 8
236HP 150 -1 -25 27 8
236PP 100x2 20% Starter; Combo (2 hits) KD +54 -7 28 total 9,9
236P 100x2 20% Starter; Combo (2 hits) KD +52 -9 28 total 9,9
236PP 75x2,100 (250) 20% Starter; Combo (2 hits) KD +57 +6 29 total 5,5,8
623LP 275 30% Starter KD +38 -41 22 15(13)
623MP 300 30% Starter KD +34 -50 22 15(13)
623HP 350 30% Starter KD +29 -57 22 20(13)
623PP 200x2 KD +29 -60 22 total 20,13
214LK 200 KD +35 -33 21 15
214MK 225x2 KD +23(+38) -31 20,20 15,15
214HK 250x3 KD +20(+35)(+50) -31 20,20,20 15,15,15
214KK 50x5 KD +57 -23 34 total 6,2x3,15
j.214K 225x2 30% Starter KD +46(+52) -21(-15) 20(16) 15
j.214KK 75,50x3,150 (375) Combo (extra 15%) KD +45(+51) -46(-43) 27 total 6,2x3,15
236LK 250 KD +35 -29 20 15
236MK 275 KD +40 -26 20 15
236HK 325 KD +95 Tumble -23 20 20
236KK 200 Combo (2 hits) Wall Bounce +49(65) -36 20 20
214LP 175 KD +59 Spin -22 20 15
214MP 200 KD +58 Spin -21 17 15
214HP 100x2 KD +61 Spin -23 27 total 15,15
214PP 225 Combo (2 hits) +7 -24 29 15
214P 100x2 KD +62 Spin -36 41 total 15 / 17,15
214PP 150 KD +91 Crumple -23 29 15
22P

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236LP 2500 [3000] 1000 600 (420) 300 (150)
236MP 2500 [3000] 1000 600 (420) 300 (150)
236HP 2500 [3000] 1000 600 (420) 300 (150)
236PP 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
236P 1250x2 [1500x2] 500x2 300x2 (210x2) 150x2 (75x2)
236PP 1250x3 [1000x2,3000] -20000 300x3 (210x3) 150x3 (75x3)
623LP 4000 [5000] 2000 1000 (700) 500 (250)
623MP 4000 [5000] 2000 1000 (700) 500 (250)
623HP 4000 [5000] 2000 1000 (700) 500 (250)
623PP 2000x2 -20000 500x2 (350x2) 250x2 (125x2)
214LK 4000 [5000] 2000 1000 (700) 500 (250)
214MK 2500x2 [5000] 2000 (2000x2) 1000 (700) 500x2 (250x2)
214HK 2000x3 [5000] 2000 (2000x3) 1000 (700) 500x3 (250x3)
214KK 800x5 [1000x5] -20000 160x4,360 (112x4,252) 80x4,180 (40x4,90)
j.214K 4000 [5000] 2000 600 (420) 300 (150)
j.214KK 800x5 [1000x5] -20000 200,100x4 (140,70x4) 100,50x4 (50,25x4)
236LK 4000 [5000] 2000 1200 (840) 600 (300)
236MK 6000 [7000] 3000 1200 (840) 600 (300)
236HK 8000 [10000] 5000 1200 (840) 600 (300)
236KK 4000 [5000] -20000 1200 (840) 600 (300)
214LP 4000 [5000] 2000 800 (560) 400 (200)
214MP 4000 [5000] 2000 800 (560) 400 (200)
214HP 2000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100)
214PP 4000 [5000] -20000 900 (630) 450 (225)
214P 2000x2 [2500x2] 1000x2 700,400 (490,280) 350,200 (175,100)
214PP 4000 [5000] -20000 1100 (770) 550 (275)
22P

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LP
236MP
236HP
236PP
236P
236PP
623LP 1-14 Air 7-35 (FKD)
623MP 1-9 Air 8-45 (FKD)
623HP 1-8 Air 9-50 (FKD)
623PP 1-8 Full 8-52 (FKD)
214LK 5-28 (FKD)
214MK 10-41 Lower Body Projectile 8-41 (FKD)
214HK 10-61 Lower Body Projectile 10-61 (FKD)
214KK 5-47 (FKD)
j.214K Until Land (FKD)
j.214KK Until Land (FKD)
236LK
236MK
236HK
236KK
214LP
214MP
214HP
214PP
214P
214PP
22P

input Notes
input Notes
236LP 1-hit projectile
236MP 1-hit projectile
236HP 1-hit projectile
236PP 2-hit OD projectile; puts opponent into limited juggle state on hit
236P 2-hit projectile; puts opponent into limited juggle state on hit; button strength does not affect projectile speed
236PP 3-hit OD projectile; puts opponent into limited juggle state on hit
623LP 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 Has juggle potential; cannot hit cross-up; does reduced damage on active frames 4-10 (weaker as a high-connect anti-air)
623HP Has juggle potential; cannot hit cross-up; does reduced damage on active frames 3-10 (weaker as a high-connect anti-air)
623PP Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air
214LK Can hit crouching opponents
214MK 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 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 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)
j.214K 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 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
236LK Puts opponent into limited juggle state on hit
236MK 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 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 Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head
214LP Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter; excellent Burnout pressure tool (+1 on block, but increased pushback against Burnout)
214MP Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter
214HP 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 Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles; great pressure tool
214P () refers to recovery on block; strike hitbox but can nullify 2-hit meterless projectile; puts opponent into spinning juggle state on hit
214PP 1-hit; strike hitbox but can nullify 1-hit OD projectile or any meterless projectile; crumple state is +14 before opponent becomes airborne
22P 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

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 400x5 (2000) 8 - 79 87 KD +26 -24 LH
236236P 400x4,800 (2400) 8 - 79 87 KD +27 -24 LH
214214P 2600 12 6 39 56 KD +20 -20 LH
214214P 3000 12 6 39 56 KD +20 -20 LH
214214P (hold) 2800 21 6 39 65 KD +20 -20 LH
214214P (hold) 3200 21 6 39 65 KD +20 -20 LH
214214P (hold) 3000 50 6 39 84 KD +78 Tumble -20 LH
214214P (hold) 3400 50 6 39 84 KD +78 Tumble -20 LH
236236K 4000 (2600) 5 12 32+39 land 87 HKD +8 -50(-54) LH
236236K 4500 (4400) 5 12 32+39 land 87 HKD +8 -50(-54) LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 100x5 (500) 30% Minimum KD +26 -25 56 total 8x5
236236P 100x5 (500) 30% Minimum KD +27 -25 56 total 8x5
214214P 750 40% Minimum KD +20 -43 25 18
214214P 750 40% Minimum KD +20 -43 25 18
214214P (hold) 750 40% Minimum KD +20 -43 25 20
214214P (hold) 750 40% Minimum KD +20 -43 25 20
214214P (hold) 750 40% Minimum KD +78 Tumble -43 25 23
214214P (hold) 750 40% Minimum KD +78 Tumble -43 25 23
236236K 400,300x2,50x2 (1000~1100) 50% Minimum; 10% Immediate (Sp) HKD +8 -74 31/29 total 7,8,8,8
236236K 650,300x2,50x2 (1250~1350) 50% Minimum; 10% Immediate (Sp) HKD +8 -74 31/29 total 8,8,8,13

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 500x5 1000x5 -10000 -10000
236236P 500x5 1000x5 -10000 -10000
214214P 4000 10000 -20000 -20000
214214P 4000 10000 -20000 -20000
214214P (hold) 6000 10000 -20000 -20000
214214P (hold) 6000 10000 -20000 -20000
214214P (hold) 10000 10000 -20000 -20000
214214P (hold) 10000 10000 -20000 -20000
236236K 2500x3 15000(3000x5) -30000 -30000
236236K 4000,3000x2 20000(4000x5) -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-8 Strike/Throw Break
236236P 1 Full, 2-8 Strike/Throw Break
214214P 1-13 Full Break
214214P 1-13 Full Break
214214P (hold) 1-10 Full Break
214214P (hold) 1-10 Full Break
214214P (hold) 1-10 Full Break
214214P (hold) 1-10 Full Break
236236K 1-16 Full Break 7-48 (FKD)
236236K 1-16 Full Break 7-48 (FKD)

input Notes
input Notes
236236P 5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen
236236P 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 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
214214P 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 (hold) 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
214214P (hold) 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 (hold) 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)
214214P (hold) 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 More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); 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 More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); 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



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