SF6 - Ryu Reminders - Practical Combos, Setup, Tech.
Ryu grab bag video made for my future self.
For when I inevitably forget most of this while waiting for the next beta test or release day.
00:00 Miscellaneous Tech. DR AA Cancel works best with: (Juri/Kimberly's crHP & Chun's MK)
00:21 Meaties. Yes, although difficult to do (2f window), your meaties can be perfect parried. It's shouldn't deter you from trying them. You can always replace the meaty with a grab if you suspect a PP attempt. Also, if they normal parry, you get a free PC grab.
00:38 Ambiguous Jump-in.
00:49 Drive Rush.
01:06 Drive Impact.
01:26 Punish Counter.
01:34 BnB
Also not on video:
-Ryu can antiair DP into Lv3. Instead of just Lv3 as an AA.
-Ryu can confirm near corner EX Fireball or charged up Fireball into Lv1 Super. Even if it clashes with your opponents fireball. (Ex fireballs retain their multi hits)
-All 4 versions of Ryu's DP have upper body invul. Always use HP DP as AA for more damage.
-Grounded DP seem to have no special attribute, unlike SFV. Only EX DP has some invul frames.
-While quite advantageous, the meaty stHK setups at 00:26 can be crouched if the opponent hits a crouching button on wake up. It's an old Street Fighter quirk. I recommend the meaty stHP setups instead.
If your opponent wakes up with Drive Impact you have plenty of time to react and cancel said stHP into your own Drive Impact.
-
Footage from:
SF6 Closed Beta Test V0.2000
(Frame Data is subject to change in later versions)
Music track from Goemon's Great Adventure Music - Edo Castle.
#streetfighter6 #capcom #sf6 #ryu #fgc
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