Published guide sections
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for RYU.

This is the starting point for all published RYU data on SF6 Lab.
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
Ryu suits a player who wants a clear relationship between ground control, anti-airing and a knockdown. Hadoken makes the opponent move; Shoryuken covers the jump you were waiting for. His combo choices then let you prioritize damage, corner carry or a chance to prepare Denjin Charge.
Work around Hadoken and standing medium kick range, keeping enough attention free for jumps. Once a grounded hit connects, decide whether the opponent is close enough to the corner to justify a carry route. At close range, use the knockdown you actually earned rather than restarting with another speculative approach.
Practice the projectile and anti-air as a pair. Throwing another Hadoken automatically can make you miss the jump it encouraged.
Learn its reach before adding Drive Rush. It is a route into offense, not a reason to spend meter every time you press it.
The combo guide separates carry and wake-up pressure from routes that give time for Denjin Charge. Choose the reward before starting the combo.
Record an opponent walking forward and another jumping. Alternate Hadoken or a ground poke with an anti-air response.
Take the light-attack route into Shoryuken from the combo guide. Then learn its Tatsumaki alternative and compare the resulting positions.
Reproduce one listed corner knockdown and practice its strike, throw and backward-walk choices before learning a longer damage route.
Adapted from SF6 Lab’s Japanese character notes and combo / setplay guides. The practice routes use Classic inputs; consult the linked guides for full conditions and current numerical data.
Learn Ryu enders by purpose: Shoryuken for damage, Tatsumaki Senpu-kyaku for carry and wake-up pressure, or a route that gives time for Denjin Charge.
Corner pressure is a strength; practise the follow-up after carrying the opponent there.
His tools for initiating an approach take practice to use effectively.
Start with a reliable light-attack conversion, then practise cancel Drive Rush from crouching MK. Keep separate practice routes for situations with and without Denjin Charge.
Midscreen, check how far the route carries. In the corner, check the throw, strike, and shimmy situation after it. Choose an ender for the next situation, not damage alone.
These practice notes follow the published guide and combo material. Check the combo page for route conditions and the frame table for move values.
Choose a section to continue.
Routes organized by starter, resources, and knockdown.
Move names, categories, startup, advantage, and damage.
Published matchup material and punishable options.
Startup, active frames, recovery, advantage, cancel, and damage.
Published Iori match, lesson, combo, and matchup videos.