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
RYU

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.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 4 | 4-6 | 7 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 5 | 5-7 | 11 | 2 | -4 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 6 | 6-9 | 11 | 7 | -1 | C | 600 | On whiff: 2F additional recovery. |
| Normal Attacks | Standing Medium Kick | 9 | 9-11 | 18 | 4 | -4 | 700 | — | |
| Normal Attacks | Standing Heavy Punch | 10 | 10-14 | 18 | 4 | -2 | C | 800 | Forces the opponent to stand. |
| Normal Attacks | Standing Heavy Kick | 12 | 12-15 | 20 | 9 | 1 | 900 | On airborne hit: launch knockdown. On Punish Counter: crumple +36F On Punish Counter: extended launch time | |
| Normal Attacks | Crouching Light Punch | 4 | 4-5 | 9 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 10 | 3 | -1 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-9 | 13 | 5 | 0 | C | 600 | On whiff: 2F additional recovery. |
| Normal Attacks | Crouching Medium Kick | 8 | 8-10 | 19 | 1 | -6 | C | 500 | — |
| Normal Attacks | Crouching Heavy Punch | 9 | 9-14 | 22 | 1 | -7 | C | 800 | Forces stand only when active frame 1 connects. |
| Normal Attacks | Crouching Heavy Kick | 9 | 9-11 | 23 | D | -12 | 900 | On Punish Counter: longer knockdown and hard knockdown. | |
| Normal Attacks | Jumping Light Punch | 4 | 4-13 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 6 | 6-15 | landing recovery 3 | 300 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Punch | 8 | 8-12 | landing recovery 3 | C | 700 | Causes a launch knockdown on airborne hit. | ||
| Normal Attacks | Jumping Medium Kick | 7 | 7-12 | landing recovery 3 | 500 | Cross-up property. | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-14 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 10 | 10-17 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Collarbone Breaker | 20 | 20-23 | 19 | 3 | -3 | 600 | If the first hit whiffs, the second hit is an overhead. | |
| Unique Attacks | Solar Plexus Strike | 20 | 20-24 | 16 | 6 | 3 | 800 | — | |
| Unique Attacks | Short Uppercut | 7 | 7-10 | 26 | 1 | -13 | C | 800 | Forces stand only when active frame 1 connects. |
| Unique Attacks | Axe Kick | 10 | 10-23 / 10-14, 20-23 | 21 | 0 | -4 | C | 800 | hit 1F orces stand. hit 2On airborne hit: ground bounce. |
| Unique Attacks | Whirlwind Kick | 16 | 16-19 | 20 | 2 | -4 | ※ | 800 | Note: Aerial Tatsumaki Senpu-kyaku(OD version) Cancelable |
| Unique Attacks | High Double Strike | 9 | 9-12 | 20 | D | -8 | ※ | 1000 | Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack |
| Unique Attacks | Fuwa Triple Strike(2) | 5 | 5-7 | 16 | 1 | -4 | 300 | — | |
| Unique Attacks | Fuwa Triple Strike(3) | 17 | 17-20 | 20 | D | -8 | ※ | 900 | Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack |
| Special Moves | L Hadoken | 16 | total 47 | 2 | -5 | SA3 | 700 | — | |
| Special Moves | M Hadoken | 14 | total 47 | 0 | -7 | SA3 | 700 | — | |
| Special Moves | H Hadoken | 12 | total 47 | -2 | -9 | SA3 | 700 | — | |
| Special Moves | [Denjin Charge]Hadoken | 12 | total 40 | D | -1 | SA3 | 1000 | — | |
| Special Moves | OD Hadoken | 12 | total 40 | D | -1 | SA2 | 1000 | — | |
| Special Moves | [Denjin Charge]OD Hadoken | 12 | total 38 | D | 2 | SA2 | 1200 | — | |
| Special Moves | L Shoryuken | 5 | 5-14 | 21+landing recovery 12 | D | -23 | SA3 | ※1100 | 1-14F airborne strike; 7-34F airborne Note: active frames 3F onward Damage (800) |
| Special Moves | M Shoryuken | 6 | 6-15 | 30+landing recovery 12 | D | -32 | SA3 | ※1200 | 1-9F airborne strike; 8-44F airborne Note: active frames 3F onward Damage (800) |
| Special Moves | H Shoryuken | 7 | 7-16 | 34+landing recovery 12 | D | -36 | SA3 | ※1400 | 1-8F airborne strike; 9-49F airborne Note: active frames 2F onward Damage (800) |
| Special Moves | OD Shoryuken | 6 | 6-15 / 6-7, 8-15 | 37+landing recovery 15 | D | -40 | 1600 | 1-8F fully invincible8-51F airborne | |
| Special Moves | L Tatsumaki Senpu-kyaku | 12 | 12-14 | 14+landing recovery 18 | D | -15 | 900 | 5-28F airborne | |
| Special Moves | M Tatsumaki Senpu-kyaku | 14 | 14-30 / 14-15, 29-30 | 11+landing recovery 20 | D | -13 | 1000 | 8-41F airborne | |
| Special Moves | H Tatsumaki Senpu-kyaku | 16 | 16-47 / 16-17, 31-32, 46-47 | 14+landing recovery 17 | D | -13 | 1200 | 10-61F airborne | |
| Special Moves | OD Tatsumaki Senpu-kyaku | 13 | 13-37 / 13-14, 19-20, 25-26, 30-31, 36-37 | 10+landing recovery 13 | D | -14 | 1000 | 5-47F airborne | |
| Special Moves | Aerial Tatsumaki Senpu-kyaku | 11 | 11-27 / 11-12, 18-19, 26-27 | landing recovery 16 | D | 900 | — | ||
| Special Moves | OD Aerial Tatsumaki Senpu-kyaku | 11 | 11-28 / 11-12, 14-16, 18-20, 22-24, 27-28 | landing recovery 16 | D | 1500 | — | ||
| Special Moves | L High Blade Kick | 14 | 14-19 | 22 | D | -11 | SA3 | 1100 | — |
| Special Moves | M High Blade Kick | 18 | 18-26 | 19 | D | -8 | SA3 | 1200 | — |
| Special Moves | H High Blade Kick | 27 | 27-35 | 15 | D | -3 | SA3 | 1300 | On Punish Counter: extended launch time |
| Special Moves | OD High Blade Kick | 17 | 17-21 | 33 | D | -18 | SA2 | 800 | — |
| Special Moves | L Hashogeki | 12 | 12-17 | 18 | 2 | -3 | SA3 | 700 | On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1) |
| Special Moves | M Hashogeki | 19 | 19-24 | 17 | 2 | -6 | SA3 | 800 | On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1) |
| Special Moves | H Hashogeki | 30 | 30-34.35 | 19 | D | 2 | SA3 | 800 | Clashes with two projectile hits. |
| Special Moves | [Denjin Charge]Hashogeki | 20 | 20-24.25 | 19 | D | 3 | SA3 | 800 | Clashes with two projectile hits. |
| Special Moves | OD Hashogeki | 18 | 18-22 | 20 | 3 | 3 | SA2 | 1100 | Clashes with one projectile hit. |
| Special Moves | [Denjin Charge]OD Hashogeki | 18 | 18-23 | 19 | D | 4 | SA2 | 800 | On hit: crumple +39Projectile clash property (1) |
| Special Moves | Denjin Charge | total 52 | 0 | 51F Denjin Charge 1 stock (1 through stockavailable) Hadoken, Hashogeki, Shinku Hadoken, Hashogeki | |||||
| Super Arts | SA1 Shinku Hadoken | 7 | total 86 | D | -24 | 2000 | 1-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | ||
| Super Arts | [Denjin Charge]SA1 Shinku Hadoken | 7 | total 89 | D | -24 | 2400 | 1-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | ||
| Super Arts | SA2 Shin Hashogeki(Lv1) | 12 | 12-17 | 39 | D | -20 | 2800 | 1-13F 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 | SA2 Shin Hashogeki(Lv2) | 20 | 20-25 | 39 | D | -20 | 2900 | 1-9F 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 | SA2 Shin Hashogeki(Lv3) | 70 | 70-75 | 39 | D | -20 | 3000 | 1-9F 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) | 12 | 12-17 | 39 | D | -20 | 3200 | 1-13F 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) | 20 | 20-25 | 39 | D | -20 | 3300 | 1-9F 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) | 70 | 70-75 | 39 | D | -20 | 3400 | 1-9F 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 | SA3 Shin Shoryuken | 5 | 5-16 / 5-6, 7-8, 9-10, 11-12, 13-14, 15-16 | 71 | D | -52 | 4000 | 1-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Super Arts | CA Shin Shoryuken | 5 | 5-16 / 5-6, 7-8, 9-10, 11-12, 13-14, 15-16 | 71 | D | -52 | 4500 | 1-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Normal Throws | Shoulder Throw | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Somersault Throw | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Shingeki | 26 | 26-27 | 35 | -3 | 800 | 1-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase | ||
| Common System | Drive Reversal (while blocking): Chest Strike | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Chest Strike | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗