
Knowing Ryu’s frame data in Street Fighter 6 will help you win more matches — or at least stay competitive at a higher level — as one of the series’ poster boys. He’s intended to be a well-rounded character with moves suited for any scenario. Here’s our analysis of Ryu’s frame data in Street Fighter 6.
Recommended VideosSF6 Frame Data: Ryu
Below, I’ll start with all of the frame data for Ryu’s normals, before moving into his special moves, OD attacks, and Super Arts. If you’re new to SF6 or want to learn more, we have a guide on how to read and use frame data in Street Fighter 6.
Normals
AttackNotationStartupActiveOn HitOn BlockStanding Light Punch5LP43+4-1Standing Medium Punch5MP64+7-1Standing Heavy Punch5HP105+3-2Standing Medium Kick5MK93+4-4Standing Heavy Kick5HK124+9+1Crouching Normals
AttackNotationStartupActiveOn HitOn BlockCrouching Light Punch2LP42+4-1Crouching Medium Punch2MP63+50Crouching Heavy Punch2HP96+3-7Crouching Light Kick2LK52+3-3Crouching Medium Kick2MK83+1-6Crouching Heavy Kick2HK93HKD +32-11Jumping Normals
AttackNotationStartupActiveOn HitOn BlockJumping Light Punchj.LP410––Jumping Medium Punchj.MP82*3––Jumping Heavy Punchj.HP96––Jumping Light Kickj.LK610––Jumping Medium Kickj.MK76––Jumping Heavy Kickj.HK128––Command Normals
AttackNotationStartupActiveOn HitOn BlockCollarbrone Breaker6MP204+2-3Solar Plexus Strike6HP202*3+6+1Shoto Uppercut4HP74+1-13Whirlwind Kick6HK164+2-4Axe Kick4HK105(5)30-4Target Combos
AttackNotationStartupActiveOn HitOn BlockHigh Double Strike5HP~5HK10+95*4KD +36-8(-18)Fuwa Double Strike5MP~5LK6+54*3+1-7Fuwa Triple Strike5MP~5LK~6+5+164*3*4KD+36-8Ryu’s normals are largely very safe and are good buttons to press when you’re in the right range. Most of his unsafe buttons, like 2MK or 2HP, can be made safe or at least safer by spacing them properly or canceling into a special move.
Some of his normals, however, like 5MK or 2HK, can’t be special canceled, so you’ll have to be more careful about your spacing when you use them. His 2HK is so negative that it’s almost always punishable, so it should only be used when you know it will hit.
Ryu also has good command normals. His 6MP is a safe overhead that combos on Counter Hit or with Drive Rush, and his 6HP can be up to +3 and combos on hit. 6HK has good range, is safe due to pushback, and has a generous special cancel window on hit. Both hits of 4HK are cancelable on hit or block, and it’s a great attack for meaties because of how active it is. Ryu’s target combos don’t lead into a ton of damage, but they’re very easy to confirm into.
Special Moves
AttackNotationStartupActiveOn HitOn BlockDenjin Charge22P39–N/A13 frames of recoveryHadoken236LP16–-1-5236MP14–-3-7236HP12–-5-9Denjin Charge Hadoken236P12– KD +52 -3Shoryuken623LP510KD + 38-21623MP610KD + 34-30623HP710KD + 29-37Tatsumaki Senpu-kyaku214LK123KD + 35-14 214MK143(13)2KD + 23/28-12(-27)214HK162(13)2(13)2KD +20(+35)(+50)-12(-27)(-42)Aerial Tatsumaki Senpu-kyakuj.214K112(5)2(6)2KD +48(+54)-1(+5)High Blade Kick236LK159KD +35-11236MK189KD +40-8236HK299KD +45-5Hashogeki214LP126+2-4214MP196+2-5214HP306KD +61 spin+2(3)Denjin Charge Hashogeki214P216KD +62 Spin+3Most of Ryu’s special moves are negative on block, but Hadokens and some others can be spaced properly to be made safe. Most of his specials are very unsafe, so you shouldn’t end blockstrings with them. Certain specials, like Tatsumaki Senpu-kyaku, can be useful for closing space, and Shoryukens are excellent anti-airs.
OD Special Moves
AttackNotationStartupActiveOn HitOn BlockOD Hadoken236PP12–HKD + 54-1OD Denjin Charge Hadoken236PP12–HKD + 57+2OD Shoryuken623PP72*8KD +29-40OD Tatsumaki Senpu-kyaku214KK132(4)2(4)2(3)2(4)2KD +57-14OD Aerial Tatsumaki Senpu-kyakuj.214KK112(1)3(1)3(1)3(2)2KD +47(+50)-16(-30)OD High Blade Kick236KK185Wall Bounce +45~65-18OD Hashogeki214PP186+3+3OD Denjin Charge Hashogeki214PP186KD +87 Crumple+4Ryu’s OD moves are still fairly unsafe, but his Denjin Hadoken and Hasogeki can be made plus, so they’re excellent pressure reset options. His OD Shoryuken is an invincible reversal, so don’t be afraid to use them if you’re being pressured or on wake up. Just remember, you’ll be punished if you’re wrong. His OD High Blade Kick can be used to extend combos and gives a wallbounce.
Super Arts
AttackNotationStartupActiveOn HitOn BlockShinku Hadoken214214P86KD +26–24Denjin Hadoken214214P86KD +27-24Denjin Hashogeki (Lv.2)214214P (hold)216KD +20-20Denjin Hashogeki (Lv.3)214214P (hold)506KD +78 Tumble-20Shin Shoryuken236236K512HKD +8-52(-54)Shin Shoryuken (CA)236236K512HKD +8-52(-54)All of Ryu’s supers are very negative on block, but they all have some form of invincibility. Shinku Hadoken is Strike/Throw invincible, but every other super is fully invincible, so they’re great as reversal options. They’re also excellent for adding more damage to combos to close out rounds.
That’s all there is when it comes to Ryu’s frame data. For more on Capcom’s latest fighting game, check out our Street Fighter 6 guides hub.
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