FIGHTER GUIDE IORI'S STRATEGY

RYU
リュウ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for RYU.

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Home›Fighter Guides›RYU›Combos & Okizeme
COMBO ROUTES

RYU Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (7)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

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

② Basic combo

st.MP > cr.MP > OD High Blade Kick > slightly delayed Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy

③ Light starter

cr.LK > st.LP > st.LP > H Shoryuken ↳ +37 ↳ forward dash > Solar Plexus Strike meaty

Okizeme-focused route cr.LK > st.LP > st.LP > L Tatsumaki Senpu-kyaku ↳ forward dash > L Hashogeki as a late-active-frame meaty

④ Cancel Drive Rush starter

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

⑤ Midscreen Shimmy

After an H Shoryuken ender, approach with Raw Drive Rush.

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

⑥ Punish after blocking an invincible reversal

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

⑦ Corner Drive Reversal Punish

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… ↳ Continue into the maximum-damage route.

⑧ Corner DI

DI wall splat > cr.HP > M Hashogeki > H Shoryuken ↳ +37 ↳ Basic meterless route

high-damage route DI > Short Uppercut > H High Blade Kick > M Shoryuken

⑨ Midscreen DI counter

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

⑩ Countering DI with your back to the corner

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. Input Shoryuken using the direction you faced before the side switch.

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COMBO ROUTES02

Additional Practical Combos

High-damage cr.MK Drive Rush route

cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > Cancel Drive Rush > st.HK > st.HP > H Shoryuken > SA3

Gain Denjin Charge from cr.MK Drive Rush

cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H High Blade Kick > Denjin Charge

Corner cr.MK Drive Rush

cr.MK > Cancel Drive Rush > st.HP > Short Uppercut > H High Blade Kick > M Shoryuken > SA3

Solar Plexus Strike starter

Solar Plexus Strike > cr.MP > OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy

Drive Rush overhead

Raw Drive Rush > Collarbone Breaker > Short Uppercut > OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku ↳ two forward dashes ↳ throw / strike / shimmy

With Denjin Charge active

MP/MK or stronger normal > / Hashogeki > M Tatsumaki Senpu-kyaku

MP/MK or stronger normal > / Hashogeki > Cancel Drive Rush > Short Uppercut > H Shoryuken

With Denjin Charge: after blocking an invincible reversal

st.HK Punish Counter > st.HP > OD Hashogeki > st.HP > Cancel Drive Rush > st.HK > cr.HP > Cancel Drive Rush > st.HK > cr.HP > H Shoryuken > SA3

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SETPLAY03

Okizeme & Setplay

H Shoryuken ender

+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 > whiff st.HP > throw or st.MP

H Shoryuken > whiff cr.LK > Collarbone Breaker

Time Collarbone Breaker to connect on a later active frame. ↳ Approximately +4 on block

H Shoryuken > whiff st.MK or cr.MK > st.MP

↳ Time st.MP to connect on a later active frame. ↳ +10 situation

L Tatsumaki Senpu-kyaku ender

forward dash > L Hashogeki ↳ Time L Hashogeki to connect on a later active frame.

On hit ↳ Gain Denjin Charge through a follow-up such as Fuwa Triple Strike.

block ↳ st.MP ↳ cr.MP ↳ throw ↳ shimmy

M Tatsumaki Senpu-kyaku ender

airborne hit +27

forward dash, +8

↳ strike / throw / shimmy

Corner grounded hit +23

forward dash, +4

↳ throw / strike / shimmy

OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku

two forward dashes ↳ the throw is meaty ↳ strike / throw / shimmy

Medium-normal starters Solar Plexus Strike starters cr.MK Drive Rush routes Drive Rush overheads

These routes all lead to the same okizeme.

+42 safe jump

Typical situations that give +42

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

Whirlwind Kick > Aerial Tatsumaki Senpu-kyaku ender

+38 approximately

Year4 reduced the horizontal knockback on grounded hits, making it easier to continue pressure than before.

Corner forward throw

+17

Throw loop

forward throw > whiff st.LP > throw

basic mix-up

Throw Strike Walk back for a shimmy Show a shimmy, then go for another throw

Against an opponent who tries to tech throws

Step back slightly > confirm the whiffed throw > st.HP or st.HK Punish Counter

Corner shimmy

Establish the throw threat with forward throws or similar options.

Once the opponent starts trying to tech your throws:

Step back slightly > st.HP Punish Counter

Alternatively:

Step back slightly > st.HK Punish Counter

After st.HK scores a Punish Counter

stable route st.HK Punish Counter > st.HP > H Shoryuken

corner carry st.HK Punish Counter > forward dash > cr.HP > M Tatsumaki Senpu-kyaku

To finish the round, use the maximum-damage route.

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ESSENTIAL ROUTES04

Denjin Charge

Denjin Charge

52F total duration Gain the stock on frame 51F Maximum: 1 stock

Situations where charging is relatively safe

After a High Blade Kick knockdown After a knockdown that leaves the opponent far away Through a target combo with a Denjin Charge follow-up

After gaining Denjin Charge

Continue pressure from Denjin-enhanced Hashogeki.

OD Hadoken with Denjin Charge +2 on block

OD Hashogeki with Denjin Charge +4 on block

After the opponent blocks OD Hashogeki with Denjin Charge

throw st.LP cr.MP shimmy

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ESSENTIAL ROUTES05

Key Frame Numbers

+42

L High Blade Kick grounded hit H High Blade Kick airborne hit

↳ Forward-jump HK safe jump

+37

H Shoryuken grounded hit

↳ forward dash, +18 ↳ Solar Plexus Strike meaty

+27

M Tatsumaki Senpu-kyaku airborne hit

↳ forward dash, +8

+23

Corner: M Tatsumaki Senpu-kyaku on grounded hit

↳ forward dash, +4

+17

Corner forward throw

↳ Throw loop

+4

OD Hashogeki with Denjin Charge, on block

Corner M Tatsumaki Senpu-kyaku > forward dash

↳ throw / strike / shimmy

+3

Solar Plexus Strike on block

↳ throw or shimmy

+2

OD Hadoken with Denjin Charge, on block

↳ Continue pressure.

+38 approximately

Whirlwind Kick > Aerial Tatsumaki Senpu-kyaku

↳ Continue pressure.

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ESSENTIAL ROUTES06

Training Order

STEP 1

① Jump-in

② Basic combo

③ Light attacks

STEP 2

④ cr.MK Cancel Drive Rush

STEP 3

⑤ Midscreen Shimmy

⑥ After blocking an invincible reversal

STEP 4

⑦ Corner Drive Reversal Punish

⑧ Corner DI

STEP 5

⑨ Midscreen DI counter

⑩ Countering DI with your back to the corner

STEP 6 Okizeme after H Shoryuken Okizeme after OD High Blade Kick > Whirlwind Kick > Tatsumaki Senpu-kyaku Corner forward throws

STEP 7 +42 safe jumps Denjin Charge combos

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ESSENTIAL ROUTES07

Version Scope

Street Fighter 6 Year4 Based on the 2026-8-3 update For Classic controls

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.