SF6: Ryu Beginner Combos

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Published 2024-04-10
Want to learn how to play Ryu but don't know where to start? Confused by all the combo videos and waffle? Don't know how to HADOUKEN good? Well this is the tutorial for you!

In this tutorial I cover what I believe to be the core beginner combos to learn before going on to learn more complex hit-confirms, link combos, drive rush combos, etc. The idea is to find the simplest most effective combos, damage optimizing or position/oke was not the priority.
I also cover a primer to Intermediate Combos, Jump-Ins, Punishing and Anti-Airs :)

**DENJIN CHARGE**
Ryu's gimmick is Denjin Charge (Down Down + Punch). It enhances Hadouken, Hashogeki, Shinku Hadouken (Lv1 Super) and Shin Hashogeki. The Denjin version of Hadouken and Hashogeki only has one "strength" (doesn't matter what strength punch you use) so certain combos are no longer possible. Denji Hashogeki allows for H SRK follow-up.

**SHORTCUTS**
The Dragon Punch (DP) motion is Forward Down Down-Foward (f d df). There are two DP shortcuts; these are f df f (useful for cancelling from standing normals) and df d df (useful for cancelling from crouching normals). As f+MP and f+HP are both command normals it's usually easier to cancel into SRK from a c.MP or c.HP.

**METER USAGE**
Ryu can make use of a lot of OD special moves. OD Shoryuken for invincibility "get off me move". OD High Blade Kick for combo extensions mid-screen. OD Tatsu for combo extensions in the corner. OD Hadouken good for fireball wars and knockdown. OD Hashogeki isn't very useful.
Drive Impact and Drive Parry (full screen fireballs) will also get good usage. When you get better at the game you can start using Drive Rush and Drive Parry more. Try to always keep 2 OD stocks to stop yourself from getting exhausted unless using meter would win the round.
You can easily combo into Lv1 & Lv2 Super so it's up to you whether to save for Lv3 Super or not. Obviously best to use meter if it will win the match.

**SUPERS AND CRITICAL ARTS**
Shinku Hadouken (Level 1) - Number of ways to combo into Shinku Hadouken. You can also use it to blast through fireballs if you're able to react fast enough (good for Modern Controls).
Shin Hashogeki (Level 2) - Similar to Shinku Hadouken there are a number of ways to combo into it. It also has a gimmick where holding down the punch button charges the attack, this is best used when cancelling from OD High Blade Kick.
Shin Shoryuken (Level 3) - Critical Art version for more damage when vitality is 25% or less. Can easily combo into from cancelling Blade Kick or Shoryuken.

Any questions about the combos, video, character, game, etc. leave a comment and I will do my best to answer :)

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All Comments (3)
  • @sugami82
    Notation: LP - Light Punch, MP - Medium Punch, HP - Heavy Punch, P - Any Punch, PP - 2 Punches LK - Light Kick, MK - Medium Kick, HK - Heavy Kick, K - Any Kick, KK - 2 Kicks [input] - hold input/button in brackets f - forward, d - down, b - back, u - up s. - standing, c. - crouching, j. - jumping QCF - Quarter Circle Forward, QCB - Quarter Circle Back, DP - Dragon Punch (f d df) OD - Over Drive AKA EX, DI - Drive Impact, DR - Drive Rush xx - cancel, > - link (top line)