① Jump-in
j.HP > Short Uppercut > H Shoryuken ↳ +37 ↳ forward dash > Solar Plexus Strike meaty
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.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
j.HP > Short Uppercut > H Shoryuken ↳ +37 ↳ forward dash > Solar Plexus Strike meaty
st.MP > cr.MP > OD High Blade Kick > slightly delayed Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy
cr.LK > st.LP > st.LP > H Shoryuken ↳ +37 ↳ forward dash > Solar Plexus Strike meaty
Okizeme focus cr.LK > st.LP > st.LP > L Tatsumaki Senpu-kyaku ↳ forward dash > L Hashogekiactive-frame meaty
cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H Shoryuken ↳ +37
SA3 cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H Shoryuken > SA3
H Shoryuken ender > Raw Drive Rushto approach
basic mix-up throw strike shimmy
After confirming a throw-tech attempt st.HK or st.HP Punish Counter into a combo
st.HK Punish Counter > st.HP > H Shoryuken
stable route st.HK Punish Counter > st.HP > H Shoryuken ↳ +37
corner carry st.HK Punish Counter > forward dash > cr.HP > M Tatsumaki Senpu-kyaku
lethal route st.HK Punish Counter > cr.HP > Cancel Drive Rush > st.HK > cr.HP > Cancel Drive Rush > st.HK > cr.HP > H Shoryuken > SA3
st.MP Punish Counter > st.HP > H Shoryuken ↳ +37
Spend Drive Gauge to close the round st.MP Punish Counter > st.HP > Cancel Drive Rush… ↳ maximum-damage route into
DIwall splat > cr.HP > M Hashogeki > H Shoryuken ↳ +37 ↳ meterlessbasic
high-damage route DI > Short Uppercut > H High Blade Kick > M Shoryuken
DI Punish Counter > Solar Plexus Strike > cr.MP > OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ corner carry + Okizeme
easy route DI Punish Counter > Solar Plexus Strike > cr.MP > H Shoryuken
SA3 DI Punish Counter > Solar Plexus Strike > cr.MP > OD High Blade Kick > Axe Kick > H Shoryuken > SA3
DI Punish Counter > during the crumple: forward dash or walk forward > cr.HP > OD High Blade Kick > forward dash > M Shoryuken
↳ side switch ↳ Combo to escape the corner
Note: OD High Blade Kick switches sides。 Shoryukenは入れ替わる前の向きで入力する。
cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > Cancel Drive Rush > st.HK > st.HP > H Shoryuken > SA3
cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H High Blade Kick > Denjin Charge
cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H High Blade Kick > M Shoryuken > SA3
Solar Plexus Strike > cr.MP > OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy
Raw Drive Rush > Collarbone Breaker > Short Uppercut > OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy
MP/MK or stronger normal > 強 / 電刃Hashogeki > M Tatsumaki Senpu-kyaku
MP/MK or stronger normal > 強 / 電刃Hashogeki > Cancel Drive Rush > Short Uppercut > H Shoryuken
st.HK Punish Counter > st.HP > 電刃OD Hashogeki > st.HP > Cancel Drive Rush > st.HK > cr.HP > Cancel Drive Rush > st.HK > cr.HP > H Shoryuken > SA3
+37
after a forward dash +18
basic forward dash > Solar Plexus Strike ↳ hits meaty on wake-up
Note: forward dash > the throw is not meaty.
Raw Drive Rush ↳ throw ↳ st.MP ↳ Collarbone Breaker ↳ shimmy
Frame-kill setup
H Shoryuken > st.HPwhiff > throw or st.MP
H Shoryuken > cr.LKwhiff > Collarbone Breaker
Collarbone Breakeractive-frame meaty ↳ on block: +4 approximately
H Shoryuken > st.MK or cr.MKwhiff > st.MP
↳ st.MPactive-frame meaty ↳ +10 situation
forward dash > L Hashogeki ↳ L Hashogekiactive-frame meaty
hit ↳ Fuwa Triple Strikefrom these situationsDenjin Charge回収
block ↳ st.MP ↳ cr.MP ↳ throw ↳ shimmy
airborne hit +27
forward dash +8
↳ strike / throw / shimmy
Corner grounded hit +23
forward dash +4
↳ throw / strike / shimmy
two forward dashes ↳ the throw is meaty ↳ strike / throw / shimmy
Medium-normal starter Solar Plexus Strike starter cr.MK Drive Rush variation Drive Rush overhead
from these situations同じOkizemeへ行ける。
+42になる代表例
L High Blade Kick grounded hit H High Blade Kick airborne hit
+42 > forward jump HK
↳ safe jump
basic mix-up
j.HK empty jump > throw empty jump > cr.LK delayed Aerial Tatsumaki Senpu-kyaku ↳ catches fuzzy mashing
+38 approximately
Year4でgrounded hit時の横吹きJump-inが減少。 以前より攻めを継続しやすい。
+17
throwループ
forward throw > st.LPwhiff > throw
basic mix-up
throw strike 後ろ下がりshimmy shimmyを見せて再度throw
throw techしてくる相手
少し下がる > throwwhiff確認 > st.HP or st.HK Punish Counter
forward throwなどでthrowを見せる
相手がthrow techするようになったら
微下がり > st.HP Punish Counter
または
微下がり > st.HK Punish Counter
st.HK Punish Counterから
stable route st.HK Punish Counter > st.HP > H Shoryuken
corner carry st.HK Punish Counter > forward dash > cr.HP > M Tatsumaki Senpu-kyaku
lethal route maximum-damage route into
Denjin Charge
全体52F 51F目でストック獲得 最大1ストック
安全に溜めやすい場面
High Blade Kickでダウンを取った後 相手を大きく離したダウン後 電刃 variationが取れるターゲットCombo
電刃を持った後
電刃Hashogekiから攻め継続
電刃OD Hadoken block+2
電刃OD Hashogeki block+4
電刃OD Hashogekiblock後
throw st.LP cr.MP shimmy
+42
L High Blade Kick grounded hit H High Blade Kick airborne hit
↳ forward jump HKsafe jump
+37
H Shoryuken grounded hit
↳ forward dashで+18 ↳ Solar Plexus Strike meaty
+27
M Tatsumaki Senpu-kyaku airborne hit
↳ forward dashで+8
+23
Corner M Tatsumaki Senpu-kyakugrounded hit
↳ forward dashで+4
+17
Corner forward throw
↳ throwループ
+4
電刃OD Hashogekiblock
Corner M Tatsumaki Senpu-kyaku > forward dash
↳ throw / strike / shimmy
+3
Solar Plexus Strikeblock
↳ throworshimmy
+2
電刃OD Hadokenblock
↳ 攻め継続
+38 approximately
Whirlwind Kick > Aerial Tatsumaki Senpu-kyaku
↳ 攻め継続
STEP 1
STEP 2
STEP 3
STEP 4
STEP 5
STEP 6 H Shoryuken enderのOkizeme OD足刀 > Whirlwind Kick > Tatsumaki Senpu-kyaku enderのOkizeme 端forward throw
STEP 7 +42safe jump Denjin ChargeCombo
Street Fighter 6 Year4 2026年8月3日アップデート基準 Classic controls向け
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.