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

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
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Standing Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Standing Light Kick | 5 | -4 | C | 300 | — |
| Standing Medium Punch | 6 | -1 | C | 600 | On whiff: 2F additional recovery. |
| Standing Medium Kick | 9 | -4 | — | 700 | — |
| Standing Heavy Punch | 10 | -2 | C | 800 | Forces the opponent to stand. |
| Standing Heavy Kick | 12 | 1 | — | 900 | On airborne hit: launch knockdown. On Punish Counter: crumple +36F On Punish Counter: extended launch time |
| Crouching Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Crouching Light Kick | 5 | -1 | — | 200 | Chain-cancelable. |
| Crouching Medium Punch | 6 | 0 | C | 600 | On whiff: 2F additional recovery. |
| Crouching Medium Kick | 8 | -6 | C | 500 | — |
| Crouching Heavy Punch | 9 | -7 | C | 800 | Forces stand only when active frame 1 connects. |
| Crouching Heavy Kick | 9 | -12 | — | 900 | On Punish Counter: longer knockdown and hard knockdown. |
| Jumping Light Punch | 4 | — | — | 300 | — |
| Jumping Light Kick | 6 | — | — | 300 | Cross-up property. |
| Jumping Medium Punch | 8 | — | C | 700 | Causes a launch knockdown on airborne hit. |
| Jumping Medium Kick | 7 | — | — | 500 | Cross-up property. |
| Jumping Heavy Punch | 9 | — | — | 800 | On Counter Hit/Punish Counter: slam knockdown |
| Jumping Heavy Kick | 10 | — | — | 800 | — |
Unique Attacks
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Collarbone Breaker | 20 | -3 | — | 600 | If the first hit whiffs, the second hit is an overhead. |
| Solar Plexus Strike | 20 | 3 | — | 800 | — |
| Short Uppercut | 7 | -13 | C | 800 | Forces stand only when active frame 1 connects. |
| Axe Kick | 10 | -4 | C | 800 | hit 1F orces stand. hit 2On airborne hit: ground bounce. |
| Whirlwind Kick | 16 | -4 | ※ | 800 | Note: Aerial Tatsumaki Senpu-kyaku(OD version) Cancelable |
| High Double Strike | 9 | -8 | ※ | 1000 | Note: 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 | ※ | 900 | Note: On hit: Denjin Charge only Cancelable Classic controls:↓+P, Modern controls:↓+attack |
Special Moves
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| L Hadoken | 16 | -5 | SA3 | 700 | — |
| M Hadoken | 14 | -7 | SA3 | 700 | — |
| H Hadoken | 12 | -9 | SA3 | 700 | — |
| [Denjin Charge]Hadoken | 12 | -1 | SA3 | 1000 | — |
| OD Hadoken | 12 | -1 | SA2 | 1000 | — |
| [Denjin Charge]OD Hadoken | 12 | 2 | SA2 | 1200 | — |
| L Shoryuken | 5 | -23 | SA3 | ※1100 | 1-14F airborne strike; 7-34F airborne Note: active frames 3F onward Damage (800) |
| M Shoryuken | 6 | -32 | SA3 | ※1200 | 1-9F airborne strike; 8-44F airborne Note: active frames 3F onward Damage (800) |
| H Shoryuken | 7 | -36 | SA3 | ※1400 | 1-8F airborne strike; 9-49F airborne Note: active frames 2F onward Damage (800) |
| OD Shoryuken | 6 | -40 | — | 1600 | 1-8F fully invincible8-51F airborne |
| L Tatsumaki Senpu-kyaku | 12 | -15 | — | 900 | 5-28F airborne |
| M Tatsumaki Senpu-kyaku | 14 | -13 | — | 1000 | 8-41F airborne |
| H Tatsumaki Senpu-kyaku | 16 | -13 | — | 1200 | 10-61F airborne |
| OD Tatsumaki Senpu-kyaku | 13 | -14 | — | 1000 | 5-47F airborne |
| Aerial Tatsumaki Senpu-kyaku | 11 | — | — | 900 | — |
| OD Aerial Tatsumaki Senpu-kyaku | 11 | — | — | 1500 | — |
| L High Blade Kick | 14 | -11 | SA3 | 1100 | — |
| M High Blade Kick | 18 | -8 | SA3 | 1200 | — |
| H High Blade Kick | 27 | -3 | SA3 | 1300 | On Punish Counter: extended launch time |
| OD High Blade Kick | 17 | -18 | SA2 | 800 | — |
| L Hashogeki | 12 | -3 | SA3 | 700 | On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1) |
| M Hashogeki | 19 | -6 | SA3 | 800 | On Counter Hit or Punish Counter: launch knockdown. Projectile clash property (1) |
| H Hashogeki | 30 | 2 | SA3 | 800 | Clashes with two projectile hits. |
| [Denjin Charge]Hashogeki | 20 | 3 | SA3 | 800 | Clashes with two projectile hits. |
| OD Hashogeki | 18 | 3 | SA2 | 1100 | Clashes with one projectile hit. |
| [Denjin Charge]OD Hashogeki | 18 | 4 | SA2 | 800 | On hit: crumple +39Projectile clash property (1) |
| Denjin Charge | — | — | — | 0 | 51F Denjin Charge 1 stock (1 through stockavailable) Hadoken, Hashogeki, Shinku Hadoken, Hashogeki |
Super Arts
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| SA1 Shinku Hadoken | 7 | -24 | — | 2000 | 1-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% |
| [Denjin Charge]SA1 Shinku Hadoken | 7 | -24 | — | 2400 | 1-8F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% |
| SA2 Shin Hashogeki(Lv1) | 12 | -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% |
| SA2 Shin Hashogeki(Lv2) | 20 | -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% |
| SA2 Shin Hashogeki(Lv3) | 70 | -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% |
| [Denjin Charge]SA2 Shin Hashogeki(Lv1) | 12 | -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% |
| [Denjin Charge]SA2 Shin Hashogeki(Lv2) | 20 | -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% |
| [Denjin Charge]SA2 Shin Hashogeki(Lv3) | 70 | -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% |
| SA3 Shin Shoryuken | 5 | -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. |
| CA Shin Shoryuken | 5 | -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
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Shoulder Throw | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
| Somersault Throw | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
Common System
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Forward Dash | — | — | — | 0 | — |
| Backward Dash | — | — | — | 0 | 1-15F throw invulnerable |
| Drive Impact: Shingeki | 26 | -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 |
| Drive Reversal (while blocking): Chest Strike | 20 | -6 | — | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase |
| Drive Reversal (while recovering): Chest Strike | 18 | -6 | — | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase |
| Drive Parry | 1 | — | ※1 | 0 | Note: 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 | — | — | 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 |
| Perfect Parry (projectile) | 1 | — | — | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit |
| Parry Drive Rush | — | — | ※ | 0 | 10F Note: animation9F attack 24F |
| Cancel Drive Rush | — | — | ※ | 0 | 9F Note: animation10F attack 25F |
Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.