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›Move List
MOVE LIST

RYU Move List

Browse normal attacks, unique attacks, special moves, Super Arts, throws, and common system actions.

Move names use CAPCOM's official English Frame Data terminology. Numerical data is shared with the Japanese page.

Normal Attacks

MoveStartupOn BlockCancelDamageNotes
Standing Light Punch4-1C300Chain-cancelable.
Standing Light Kick5-4C300—
Standing Medium Punch6-1C600On whiff: 2F additional recovery.
Standing Medium Kick9-4—700—
Standing Heavy Punch10-2C800Forces the opponent to stand.
Standing Heavy Kick121—900On airborne hit: launch knockdown. On Punish Counter: crumple +36F On Punish Counter: extended launch time
Crouching Light Punch4-1C300Chain-cancelable.
Crouching Light Kick5-1—200Chain-cancelable.
Crouching Medium Punch60C600On whiff: 2F additional recovery.
Crouching Medium Kick8-6C500—
Crouching Heavy Punch9-7C800Forces stand only when active frame 1 connects.
Crouching Heavy Kick9-12—900On Punish Counter: longer knockdown and hard knockdown.
Jumping Light Punch4——300—
Jumping Light Kick6——300Cross-up property.
Jumping Medium Punch8—C700Causes a launch knockdown on airborne hit.
Jumping Medium Kick7——500Cross-up property.
Jumping Heavy Punch9——800On Counter Hit/Punish Counter: slam knockdown
Jumping Heavy Kick10——800—

Unique Attacks

MoveStartupOn BlockCancelDamageNotes
Collarbone Breaker20-3—600If the first hit whiffs, the second hit is an overhead.
Solar Plexus Strike203—800—
Short Uppercut7-13C800Forces stand only when active frame 1 connects.
Axe Kick10-4C800hit 1F orces stand. hit 2On airborne hit: ground bounce.
Whirlwind Kick16-4※800Note: Aerial Tatsumaki Senpu-kyaku(OD version) Cancelable
High Double Strike9-8※1000Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack
Fuwa Triple Strike(2)5-4—300—
Fuwa Triple Strike(3)17-8※900Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack

Special Moves

MoveStartupOn BlockCancelDamageNotes
L Hadoken16-5SA3700—
M Hadoken14-7SA3700—
H Hadoken12-9SA3700—
[Denjin Charge]Hadoken12-1SA31000—
OD Hadoken12-1SA21000—
[Denjin Charge]OD Hadoken122SA21200—
L Shoryuken5-23SA3※11001-14F airborne strike; 7-34F airborne Note: active frames 3F onward Damage (800)
M Shoryuken6-32SA3※12001-9F airborne strike; 8-44F airborne Note: active frames 3F onward Damage (800)
H Shoryuken7-36SA3※14001-8F airborne strike; 9-49F airborne Note: active frames 2F onward Damage (800)
OD Shoryuken6-40—16001-8F fully invincible8-51F airborne
L Tatsumaki Senpu-kyaku12-15—9005-28F airborne
M Tatsumaki Senpu-kyaku14-13—10008-41F airborne
H Tatsumaki Senpu-kyaku16-13—120010-61F airborne
OD Tatsumaki Senpu-kyaku13-14—10005-47F airborne
Aerial Tatsumaki Senpu-kyaku11——900—
OD Aerial Tatsumaki Senpu-kyaku11——1500—
L High Blade Kick14-11SA31100—
M High Blade Kick18-8SA31200—
H High Blade Kick27-3SA31300On Punish Counter: extended launch time
OD High Blade Kick17-18SA2800—
L Hashogeki12-3SA3700On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1)
M Hashogeki19-6SA3800On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1)
H Hashogeki302SA3800Clashes with two projectile hits.
[Denjin Charge]Hashogeki203SA3800Clashes with two projectile hits.
OD Hashogeki183SA21100Clashes with one projectile hit.
[Denjin Charge]OD Hashogeki184SA2800On hit: crumple +39Projectile clash property (1)
Denjin Charge———051F Denjin Charge 1 stock (1 through stockavailable) Hadoken, Hashogeki, Shinku Hadoken, Hashogeki

Super Arts

MoveStartupOn BlockCancelDamageNotes
SA1 Shinku Hadoken7-24—20001-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%
[Denjin Charge]SA1 Shinku Hadoken7-24—24001-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%
SA2 Shin Hashogeki(Lv1)12-20—28001-13F 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%
SA2 Shin Hashogeki(Lv2)20-20—29001-9F 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%
SA2 Shin Hashogeki(Lv3)70-20—30001-9F 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%
[Denjin Charge]SA2 Shin Hashogeki(Lv1)12-20—32001-13F 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%
[Denjin Charge]SA2 Shin Hashogeki(Lv2)20-20—33001-9F 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%
[Denjin Charge]SA2 Shin Hashogeki(Lv3)70-20—34001-9F 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%
SA3 Shin Shoryuken5-52—40001-16F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move.
CA Shin Shoryuken5-52—45001-16F 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

MoveStartupOn BlockCancelDamageNotes
Shoulder Throw5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Somersault Throw5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown

Common System

MoveStartupOn BlockCancelDamageNotes
Forward Dash———0—
Backward Dash———01-15F throw invulnerable
Drive Impact: Shingeki26-3—8001-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase
Drive Reversal (while blocking): Chest Strike20-6—500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Drive Reversal (while recovering): Chest Strike18-6—500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Drive Parry1—※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Perfect Parry (strike)1——0opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Perfect Parry (projectile)1——0input ー, ー attack Perfect Parry, animationend through Counter Hit
Parry Drive Rush——※010F Note: animation9F attack 24F
Cancel Drive Rush——※09F Note: animation10F attack 25F

Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.