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.

Health
10000
Published data
4 sections
RYURYU character artwork
Home›Fighter Guides›RYU›Frame Data
FRAME DATA

RYU Frame Data (SF6)

Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.

Move names use CAPCOM's official English Frame Data terminology.

CategoryMoveStartupActiveRecoveryOn HitOn BlockCancelDamageNotes
Normal AttacksStanding Light Punch44-674-1C300Chain-cancelable.
Normal AttacksStanding Light Kick55-7112-4C300—
Normal AttacksStanding Medium Punch66-9117-1C600On whiff: 2F additional recovery.
Normal AttacksStanding Medium Kick99-11184-4700—
Normal AttacksStanding Heavy Punch1010-14184-2C800Forces the opponent to stand.
Normal AttacksStanding Heavy Kick1212-152091900On airborne hit: launch knockdown. On Punish Counter: crumple +36F On Punish Counter: extended launch time
Normal AttacksCrouching Light Punch44-594-1C300Chain-cancelable.
Normal AttacksCrouching Light Kick55-6103-1200Chain-cancelable.
Normal AttacksCrouching Medium Punch66-91350C600On whiff: 2F additional recovery.
Normal AttacksCrouching Medium Kick88-10191-6C500—
Normal AttacksCrouching Heavy Punch99-14221-7C800Forces stand only when active frame 1 connects.
Normal AttacksCrouching Heavy Kick99-1123D-12900On Punish Counter: longer knockdown and hard knockdown.
Normal AttacksJumping Light Punch44-13landing recovery 3300—
Normal AttacksJumping Light Kick66-15landing recovery 3300Cross-up property.
Normal AttacksJumping Medium Punch88-12landing recovery 3C700Causes a launch knockdown on airborne hit.
Normal AttacksJumping Medium Kick77-12landing recovery 3500Cross-up property.
Normal AttacksJumping Heavy Punch99-14landing recovery 3800On Counter Hit/Punish Counter: slam knockdown
Normal AttacksJumping Heavy Kick1010-17landing recovery 3800—
Unique AttacksCollarbone Breaker2020-23193-3600If the first hit whiffs, the second hit is an overhead.
Unique AttacksSolar Plexus Strike2020-241663800—
Unique AttacksShort Uppercut77-10261-13C800Forces stand only when active frame 1 connects.
Unique AttacksAxe Kick1010-23 / 10-14, 20-23210-4C800hit 1F orces stand. hit 2On airborne hit: ground bounce.
Unique AttacksWhirlwind Kick1616-19202-4※800Note: Aerial Tatsumaki Senpu-kyaku(OD version) Cancelable
Unique AttacksHigh Double Strike99-1220D-8※1000Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack
Unique AttacksFuwa Triple Strike(2)55-7161-4300—
Unique AttacksFuwa Triple Strike(3)1717-2020D-8※900Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack
Special MovesL Hadoken16total 472-5SA3700—
Special MovesM Hadoken14total 470-7SA3700—
Special MovesH Hadoken12total 47-2-9SA3700—
Special Moves[Denjin Charge]Hadoken12total 40D-1SA31000—
Special MovesOD Hadoken12total 40D-1SA21000—
Special Moves[Denjin Charge]OD Hadoken12total 38D2SA21200—
Special MovesL Shoryuken55-1421+landing recovery 12D-23SA3※11001-14F airborne strike; 7-34F airborne Note: active frames 3F onward Damage (800)
Special MovesM Shoryuken66-1530+landing recovery 12D-32SA3※12001-9F airborne strike; 8-44F airborne Note: active frames 3F onward Damage (800)
Special MovesH Shoryuken77-1634+landing recovery 12D-36SA3※14001-8F airborne strike; 9-49F airborne Note: active frames 2F onward Damage (800)
Special MovesOD Shoryuken66-15 / 6-7, 8-1537+landing recovery 15D-4016001-8F fully invincible8-51F airborne
Special MovesL Tatsumaki Senpu-kyaku1212-1414+landing recovery 18D-159005-28F airborne
Special MovesM Tatsumaki Senpu-kyaku1414-30 / 14-15, 29-3011+landing recovery 20D-1310008-41F airborne
Special MovesH Tatsumaki Senpu-kyaku1616-47 / 16-17, 31-32, 46-4714+landing recovery 17D-13120010-61F airborne
Special MovesOD Tatsumaki Senpu-kyaku1313-37 / 13-14, 19-20, 25-26, 30-31, 36-3710+landing recovery 13D-1410005-47F airborne
Special MovesAerial Tatsumaki Senpu-kyaku1111-27 / 11-12, 18-19, 26-27landing recovery 16D900—
Special MovesOD Aerial Tatsumaki Senpu-kyaku1111-28 / 11-12, 14-16, 18-20, 22-24, 27-28landing recovery 16D1500—
Special MovesL High Blade Kick1414-1922D-11SA31100—
Special MovesM High Blade Kick1818-2619D-8SA31200—
Special MovesH High Blade Kick2727-3515D-3SA31300On Punish Counter: extended launch time
Special MovesOD High Blade Kick1717-2133D-18SA2800—
Special MovesL Hashogeki1212-17182-3SA3700On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1)
Special MovesM Hashogeki1919-24172-6SA3800On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1)
Special MovesH Hashogeki3030-34.3519D2SA3800Clashes with two projectile hits.
Special Moves[Denjin Charge]Hashogeki2020-24.2519D3SA3800Clashes with two projectile hits.
Special MovesOD Hashogeki1818-222033SA21100Clashes with one projectile hit.
Special Moves[Denjin Charge]OD Hashogeki1818-2319D4SA2800On hit: crumple +39Projectile clash property (1)
Special MovesDenjin Chargetotal 52051F Denjin Charge 1 stock (1 through stockavailable) Hadoken, Hashogeki, Shinku Hadoken, Hashogeki
Super ArtsSA1 Shinku Hadoken7total 86D-2420001-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%
Super Arts[Denjin Charge]SA1 Shinku Hadoken7total 89D-2424001-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%
Super ArtsSA2 Shin Hashogeki(Lv1)1212-1739D-2028001-13F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super ArtsSA2 Shin Hashogeki(Lv2)2020-2539D-2029001-9F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super ArtsSA2 Shin Hashogeki(Lv3)7070-7539D-2030001-9F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super Arts[Denjin Charge]SA2 Shin Hashogeki(Lv1)1212-1739D-2032001-13F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super Arts[Denjin Charge]SA2 Shin Hashogeki(Lv2)2020-2539D-2033001-9F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super Arts[Denjin Charge]SA2 Shin Hashogeki(Lv3)7070-7539D-2034001-9F fully invincible charged properties change7F or more Lv2 activate39F or more Lv3 activate Counter Hit/ Counter Hit values do not change Minimum damage scaling 40%
Super ArtsSA3 Shin Shoryuken55-16 / 5-6, 7-8, 9-10, 11-12, 13-14, 15-1671D-5240001-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Super ArtsCA Shin Shoryuken55-16 / 5-6, 7-8, 9-10, 11-12, 13-14, 15-1671D-5245001-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
Normal ThrowsShoulder Throw55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Normal ThrowsSomersault Throw55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Common SystemForward Dashtotal 190—
Common SystemBackward Dashtotal 2301-15F throw invulnerable
Common SystemDrive Impact: Shingeki2626-2735-38001-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase
Common SystemDrive Reversal (while blocking): Chest Strike2020-2226D-6500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Common SystemDrive Reversal (while recovering): Chest Strike1818-2026D-6500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Common SystemDrive Parry1[※2] 1-1233※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Common SystemPerfect Parry (strike)110opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Common SystemPerfect Parry (projectile)1100input ー, ー attack Perfect Parry, animationend through Counter Hit
Common SystemParry Drive Rushtotal 45※010F Note: animation9F attack 24F
Common SystemCancel Drive Rushtotal 46※09F Note: animation10F attack 25F