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Ryu

Street Fighter 6 Ryu guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Ryu Frame Data with Video

Ryu

2 - [SF6] Ryu Countermeasures Guide [Win Just by Reading]

Comprehensive Ryu countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

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

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

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

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

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

6HP

A normal that gives Ryu +3 frames on Block. Against Ryus who use 6HP, placing a neutral jump occasionally is the counter.

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.

Safe Jump

When the opponent jumps during Oki, determine whether it’s a safe jump.

LPLK

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
  • 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

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