STREET FIGHTER 6
MAX DATABASE
リュウ
61 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK
Standing Heavy Punch
5HP5H
Cancel Sp SA TC
Notes Forces stand on hit (allowing Target Combo follow-up to work on crouching opponents); good poke with hitbox priority, many active frames, and a reactable hitconfirm window
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Good range for a 5f light (useful in punishes and neutral buffers); DR cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Cancel -
Notes Solid poke; front leg hurtbox is raised on frames 4-11 (can avoid low pokes)
Standing Heavy Kick
5HK5H
Notes Whiffs on crouching opponents unless they extend a vertical hurtbox; 2 extra recovery frames on block; good horizontal anti-air that puts airborne opponents into limited juggle state (higher launch on Punish Counter juggle); +11 before Punish Counter crumple state goes airborne; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 2f extra recovery on whiff; combo and pressure tool; topmost hurtbox on frames 1-9 is vulnerable only to aerial strikes (preventing its use as an anti-air); extends a wider hurtbox until the end of recovery
Crouching Heavy Punch
2HP2H
Notes Forces stand on hit; decent anti-air; cannot hit cross-ups; fist hurtbox is invincible to air strikes on frame 9; head hurtbox is invincible to air strikes on frames 10-14; only 1st active frame is cancelable (extends a combo-only hitbox to match the range of the 2nd active frame for combo consistency); () refers to hit/block recovery on 1st active frame only; 5f less hitstun on active frames 2-5 (can be punishable on meaty timing)
Crouching Light Kick
2LK2L
Cancel Chn
Crouching Medium Kick
2MK2M
Notes Range: 1.482; DR cancel is delayed until after active frames
Low Spinning Sweep
2HK2H
Notes Good range and hitbox priority; has some juggle potential; on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)
High Double Strike
5HP~HK5HP~H
Notes HK cannot hit vs. crouch block (much more unsafe); cancels to Denjin Charge by inputting 2P on hit only (KD Adv. +10); can juggle into MP/OD Shoryuken or SA3 in the corner
Fuwa Triple Strike 1
5MP~LK5MP~L
Cancel TC
Notes Hits consistently at max 5MP range, but the LK can whiff if 5MP connects on an extended hurtbox; can be spaced safely against most characters for a spacing trap
Fuwa Triple Strike 2
5MP~LK~HK5MP~LK~H
Notes (refers to scaled damage); 6f gap before HK on block; cancels to Denjin Charge by inputting 2P on hit only (KD Adv. +7)
Short Uppercut
4HP4H
Notes Forces stand on hit; only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only; extremely short range makes it finicky in combos; 8f less hitstun on active frames 2-4 (can be punishable with meaty timing)
Axe Kick
4HK4H
Notes () refers to 2nd hit startup; 1st hit forces stand and puts airborne opponents into a limited juggle state; 2nd hit puts airborne opponents into OTG bounce state; both hits are cancelable; Counter-hit and Punish Counter frame advantage applies to both hits
Collarbone Breaker
6MP6M
Notes Counter-hit/Punish Counter/Drive Rush frame advantage applies to both hits; 2nd hit is no longer an overhead if the first hit connects; up to +5 on hit with meaty timing for a meterless combo extension
Solar Plexus Strike
6HP6H
Notes 2 hits; good forward-moving combo starter and pressure tool; if 1st hit connects on an extended hurtbox, becomes +6 on Counter-hit or +8 on Punish Counter; Counter-hit/Punish Counter frame advantage applies to both hits; can be very advantageous if 1st hit trades with a light normal; 1st hit puts opponent into free juggle state so that the 2nd hit connects (to prevent Ryu from being punishable)
Whirlwind Kick
6HK6H
Cancel Sp*
Notes Cancelable to regular/OD Air Tatsu on hit/block; Low Crush on frames 13-20 (not airborne); high pushback on block; puts airborne opponents into limited juggle state; good juggle option after midscreen OD High Blade Kick for corner carry and oki; proximity guard box begins on frame 2 and reaches the maximum attack range (prevents opponents from walking back out of the attack startup)
Jumping Light Punch
j.LPj.L
Notes Can be used as a fuzzy instant overhead
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Both hits are cancelable to Air Tatsu and put airborne opponents into a limited juggle state; if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block; lower body projectile invuln 8-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Spike knockdown on counter hit/Punish Counter vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Strong jump-in from mid to long range; lower body projectile invuln 10-17f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
High Blade Kick
236HK236H
Cancel SA3
Notes Puts opponent into limited juggle state on hit (can follow up with 623MP, 623PP, or SA3 in corner); Punish Counter tumble state can be hit OTG; has great range and forward movement, making it a useful poke in neutral; the last 3 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 7)
Hadoken
236HP236H
Notes 1-hit projectile; puts airborne opponents into limited juggle state
Denjin Charge Hadoken
Notes 2-hit projectile; puts opponent into limited juggle state on hit; only comes out when the HP button is pressed
236KK
Cancel SA2 SA3
Notes Wall Bounce into limited juggle state on hit; if close to corner, opponent flies over Ryu's head
236LK236L
Notes Puts opponent into limited juggle state on hit; sets up auto-timed safe jump against cornered opponents; can combo when canceled from any normal except 5LP; the last 2 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 5)
236LP236L
236MK236M
Notes Puts opponent into limited juggle state on hit; can be spaced safely due to its range and high active frame count; 3 extra recovery frames on whiff; the last 3 active frames have identical range (the listed best-case frame advantage is when spaced at max range, active frame 7)
236MP236M
236PP
Notes 3-hit OD projectile; puts opponent into limited juggle state on hit
Notes 2-hit OD projectile; puts opponent into limited juggle state on hit
Shoryuken
623HP623H
Notes Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 3-10 (weaker as a high-connect anti-air); higher knockdown advantage on the first 2 active frames (+37 refers to 1st active frame, +29 refers to anti-air with 3rd active frame; actual advantage varies based on height/distance)
623LP623L
Notes Has juggle potential; puts opponent into limited juggle state (can juggle after a high corner anti-air); cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air)
623MP623M
Notes Has juggle potential; cannot hit cross-up; does reduced damage and higher juggle limit on active frames 4-10 (weaker as a high-connect anti-air)
623PP
Notes Has juggle potential; cannot hit cross-up; only 2nd hit will connect if used too early as an anti-air; extends a combo-only hitbox to make the 1st active frame more consistent
Tatsumaki Senpu-kyaku
214HK214H
Notes Only 1st hit can connect on crouching (stand blocking any hit forces next hit to be blocked, even if crouching); later hits have better KD Advantage; puts opponent into limited juggle state (can juggle afterward if 3rd hit connects)
Hashogeki
214HP214H
Notes 2 hits, even if it connects on final active frame; strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on hit; leaves Ryu inside throw range for a strike/throw mixup on block
214KK
Notes Can hit crouching opponents; puts opponent into limited juggle state; on hit, 1st hit has vacuum effect; on max range block, some hits can drop (-32 at worse)
214LK214L
Notes Can hit crouching opponents
214LP214L
Notes Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter; excellent Burnout pressure tool (+1 on block, but increased pushback against Burnout)
214MK214M
Notes Only 1st hit can connect on crouching (stand blocking 1st hit forces 2nd hit to be blocked, even if crouching); later hits have better KD Advantage
214MP214M
Notes Strike hitbox but can nullify 1-hit meterless projectiles; puts opponent into spinning juggle state on counter-hit/Punish Counter
214PP
Notes Strike hitbox but can nullify 1-hit OD projectiles or any meterless projectiles; great pressure tool
Aerial Tatsumaki Senpu-kyaku
j.214KK
Notes Can be input during forward jump; cannot hit cross-up; cannot hit crouching opponents (unless they extend a vertical hurtbox), and 1st hit can only hit standing opponents on the final 3 airborne frames of jump; puts opponent into limited juggle state; the last 13f of recovery puts Ryu in a crouching state
j.214K
Notes Can be input during forward jump; not an overhead; can cross-up (4f less blockstun when landing as a cross-up); at least +3 on block vs. crouching opponents; puts opponent into limited juggle state (can juggle 2HK or SA1); the last 13f of recovery puts Ryu in a crouching state
Denjin Charge
22P
Notes Charges up next fireball-based move (Hadoken, Hashogeki, SA1, SA2) into a more powerful Denjin version; Ryu is in a counter-hit state for the entire animation; gains the Denjin charge on frame 50; can only store 1 stock at a time (does not persist between rounds); can also be performed after 5HP~HK or 5MP~LK~HK (on hit) by inputting 2P
Shinku Hadoken
236236P
Notes 5-hit Super projectile; button strength does not affect projectile speed; opponent cannot jump over projectile after Super freeze if within ~1/2 screen; can be preformed even when an OD Hadoken is on screen
Shin Hashogeki Lv.1
214214P
Notes Can hold the button to charge to a higher level for more damage (in exchange for less invincibility); if button is held up to 5f after Super freeze, this invuln is extended up to the 2nd active frame (up to 18f); strike hitbox; Burnout chip damage does not changed based on charge level
Shin Shoryuken
236236K
Notes More hits connect on block vs. tall standing characters (these extra hits do not deal any additional Drive Damage on block); active frames 3-12 cause a non-cinematic hit that does reduced damage (400x4,2000); cannot anti-air cross-ups; starts up faster only when canceled from HP Shoryuken; cinematic time regenerates ~2.2 Drive bars for Ryu