This is the multi-page printable view of this section. Click here to print.
Ryu
1 - [SF6] Ryu Frame Data with Video
2 - [SF6] Ryu Countermeasures Guide [Win Just by Reading]
Basic Info
- Sustained Overhead leads to combo
- 6MP
- Defensive Options
- 6F Startup OD invincible move: 623PP
- If you play Luke or Kimberly, avoid using Rush after throws
- 5F Startup anti-air invincible 623LP available
- 236236P has 7F Startup, not Projectile invincible
- 214214P has 12F Startup, not Projectile invincible
- 236236K has 5F Startup
- 6F Startup OD invincible move: 623PP
- Moves that are plus on Block
- 6HP
- +3F
- 214HP
- +2F
- [Denjin Charge] 214P
- +3F
- 6HP
Neutral (Awareness Priority)
- Dealing with 236P
- Do not reversal jump after Blocking
- The opponent may be watching, or it may be a safe fireball
- You may jump if you get a Just Parry
- Always buffer a heavy attack with Parry to punish on Just Parry
- 214LP can be used as a feint, so if buffering Just Parry is too difficult, don’t Parry since the risk-reward doesn’t balance out
- Do not reversal jump after Blocking
- Dealing with 214P
- 214HP on Block gives Ryu +2 frames
- If you mash fastest buttons expecting 214HP, you’ll get beaten by 214LP
- There’s a large frame gap between 214LP and 214HP, so Fuzzy with a move that reaches is possible
- Dealing with 6HP
- If you Block it, Ryu gets +3 frames and starts his offense
- Depending on distance, you can cover all options with Fuzzy
- Accept throws at midscreen
- Ryu’s midscreen forward throw and back throw situations are not very strong
- Rush Oki doesn’t connect either, so it’s better to just accept it
236P
Startup and projectile speed change based on strength
- 236LP
- Slow Startup and projectile speed
- 236MP
- Startup and projectile speed between LP and HP versions
- 236HP
- Fast Startup and speed
- 236PP
- SA1 follow-up on Hit
- [Denjin Charge] 236P
- [Denjin Charge] 236PP
- SA1 follow-up on Hit
Recommended Counter
- 236LP
- If you Parry, buffer a jump
- It tends to be a safe fireball, so Ryu often buffers the next 236P as well
- If you Block, the next 236P is often a safe fireball, so don’t jump after Blocking a slow projectile
- If you Parry, buffer a jump
- 236MP
- Same counter as 236LP
- 236HP
- When Parrying up close, buffer a heavy attack or raw Rush
- When Parrying from far away, buffer a forward attack to get a return on safe fireballs
Caution
- 214LP Feint
- Ryu may bait Parry by implying 236P but using 214LP as a feint
- It’s also viable to simply Block without Parrying
- If you Parry to close distance, always buffer a step to cancel the Parry
If you can’t do Just Parry into heavy attack or Just Parry into jump, the risk-reward doesn’t balance out. If you can’t do the buffer, don’t Parry and just Block honestly.
623P
Ryu’s anti-air special move Used for anti-air and combo enders
- 623LP
- 5F Startup
- 623MP
- 6F Startup
- 623HP
- 7F Startup
- 623PP
- 6F Startup OD invincible
Recommended Counter
- On 623HP Hit
- Often used as a midscreen combo ender, but it’s hard to meaty throw
- Fastest mash or Just Parry have high expected value
- On 623PP Hit
- On Hit, Oki is possible even midscreen
- Remember that Quick Rise makes Shimmy impossible when Rush is used
At midscreen, it’s best to accept the throw. Ryu’s midscreen throw is not strong.
236K
Ryu’s poke Many Ryus use it as a combo ender or buffer it from 2MK. 236MK has 8F+ Punish, so look up your character’s Punish and land a big combo.
- 236LK
- Ryu is -11F on Block
- 236MK
- Ryu is -8F on Block
- 236HK
- Ryu is -3F on Block
- 236KK
- Ryu is -11F on Block
Recommended Counter
- 236LK
- Punish with a heavy attack
- 236MK
- Punish with an 8F long-range move
- 236HK
- The attack has 27F Startup, so always press Parry even if it won’t be a Just Parry — if it accidentally becomes a Just Parry, you could win outright
- 236KK
- Mainly used for damage, but if the opponent makes a mistake it’s -11F Punish
214K
Ryu’s combo ender special move On Block, anything is Punishable so use heavy attacks to punish
- 214LK
- Ryu is -15F on Block
- 214MK
- Ryu is -13F on Block
- 214HK
- Ryu is -13F on Block
- 214KK
- Ryu is -14F on Block
Recommended Counter
Punish with a big combo on BlockCaution
Easy to forget, but this move has projectile-evading properties. If it hits at max range with active frames, it can lead into 623HP, so be careful not to let Ryu steal rounds.214P
Ryu’s pressure special move Often used as a gimmick by implying 214LP then hitting with 214HP. The simplest counter is Parry, but the return is low. Learn common strings and apply the right counter to maximize your return.
- 214LP
- Ryu is -3F on Block
- 214MP
- Ryu is -6F on Block
- 214HP
- Ryu is +2F on Block
- 214PP
- Ryu is +3F on Block
- [Denjin Charge] 214P
- Ryu is +3F on Block
- [Denjin Charge] 214PP
- Ryu is +4F on Block
Recommended Counter
- 2LP > LP > 2LP > 214P
- Be careful: 4F moves may whiff, so Fuzzy with a move that reaches your opponent
- Drive Impact also works as a Fuzzy, but if the opponent does nothing, there’s a risk of it being countered
The video below has 214LP and 214HP recorded
- HP > 214P
- Everything except 214HP is a true Block string, so when you see the 214P motion, use Drive Impact
- If S3 gauge is available, it can be countered with 214P cancel, so when you see HP, jump immediately as a mixup
- With proper awareness you can counter this comfortably
6HP
A normal that gives Ryu +3 frames on Block. Against Ryus who use 6HP, placing a neutral jump occasionally is the counter.
Recommended Counter
Even with neutral jumps, you’ll often end up Blocking anyway. Ryu’s main options after 6HP on Block are as follows:
- 6HP
- +3F gimmick, creates Drive Gauge disparity
- MP
- Mash punish
- 2MK
- Cancel Rush from 2MK is standard
- 2MK is 8F, so 4F mash is possible
- Walk throw
- Depending on distance, Ryu needs to walk significantly, so be especially careful if you’ve Blocked consecutive 6HPs
The gimmicks you must not eat are 6HP and walk throw. There’s a 12-20F gap between these two. To punish this gimmick, pressing a 4F move at the timing you’d Block 2MK (Fuzzy jab) is recommended.
The video below has each option recorded
6MP
Ryu’s Overhead At the corner, with light attack frame consumption into active frames, there is a combo. Memorize the visual at least and try for a Just Parry. Remember that Ryu’s sustained Overhead, unlike other characters, has -1F Block stun, so resustaining it on Block gives +1.
Recommended Counter
After 214LK ground Hit (Ryu is +1F on Block)
After 623HP ground Hit (Ryu is -1F on Block)
Safe Jump
When the opponent jumps during Oki, determine whether it’s a safe jump.
Recommended Counter
After 236LKLPLK
Ryu has +19F Advantage
- On Quick Rise
- If Ryu used Rush, OD invincible moves with 7F or less Startup are guaranteed
- Rush > 2LP is an 8F safe meaty
- If Ryu used Rush, OD invincible moves with 7F or less Startup are guaranteed
- On Back Rise
- Throw can whiff OD invincible moves
- Characters with 7F Startup SAs with long horizontal range can completely deny the Oki
- Luke’s SA1 or Manon’s SA2
Conclusion (Recommended Counter)
- If your character has a 7F or faster invincible move with strong horizontal range
- Back Rise > Confirm Rush > Activate SA
- Example: Luke’s SA1, Manon’s SA2, Rashid’s OD invincible, Cammy’s OD invincible
- If your character has a 7F or faster OD invincible move without strong horizontal range
- Quick Rise > Confirm Rush > OD invincible
- If you have no invincible moves, alternate between these two
- Quick Rise > Confirm Rush > Delayed tech
- Quick Rise makes Shimmy impossible
- Back Rise
- If Rush is not used, there is no Oki
- Quick Rise > Confirm Rush > Delayed tech
Caution
When using a 7F or faster SA with strong horizontal range, there is a risk of super flash reaction, so check the gauge before choosing.
4LPLK
Ryu has +11F Advantage
- Oki doesn’t connect without using Rush
- Due to the distance, only 4F strikes can be meatied
- Mashing 4F fastest will result in a trade, with no follow-up combo
- As an option to beat 4F mash, Ryu has the Hashogeki feint option
- Counter Hit leads to a combo
Conclusion (Recommended Counter)
- Quick Rise, and if you see Rush, counter with a long-range invincible move
- Invincible moves without strong horizontal range risk being whiffed by throw