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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Published data
4 sections
RYURYU character artwork
HomeFighter GuidesRYUCombos & 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.

ContentsCONTENTS
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 focus cr.LK > st.LP > st.LP > L Tatsumaki Senpu-kyaku ↳ forward dash > L Hashogekiactive-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 Midscreenshimmy

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

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 Reversalblock

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

⑧ Corner DI

DIwall splat > cr.HP > M Hashogeki > H Shoryuken ↳ +37 ↳ meterlessbasic

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

⑨ MidscreenDI 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 端Shoulder ThrowDI counter

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。

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COMBO ROUTES02

Additional Practical Combos

cr.MK Drive Rush high damage

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

cr.MK Drive Rush gain Denjin Charge

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

Denjin Charge中

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

With Denjin Charge After blocking an invincible reversal

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

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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 > 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

L Tatsumaki Senpu-kyaku ender

forward dash > L Hashogeki ↳ L Hashogekiactive-frame meaty

hit ↳ Fuwa Triple Strikefrom these situationsDenjin Charge回収

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 starter Solar Plexus Strike starter cr.MK Drive Rush variation Drive Rush overhead

from these situations同じOkizemeへ行ける。

+42safe jump

+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

Whirlwind Kick > Aerial Tatsumaki Senpu-kyaku ender

+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。

Corner forward throw

+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

Corner shimmy

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

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ESSENTIAL ROUTES04

Denjin Charge

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

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ESSENTIAL ROUTES05

Key Frame Numbers for Ryu

+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

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ESSENTIAL ROUTES06

Training Order

STEP 1

① Jump-in

② Basic combo

③ 小技

STEP 2

④ 中足Cancel Drive Rush

STEP 3

⑤ Midscreenshimmy

⑥ After blocking an invincible reversal

STEP 4

⑦ Corner Drive Reversalblock

⑧ Corner DI

STEP 5

⑨ MidscreenDI counter

⑩ 端Shoulder ThrowDI counter

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

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ESSENTIAL ROUTES07

Version Scope

Street Fighter 6 Year4 2026年8月3日アップデート基準 Classic controls向け

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