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Dark display theme for Ryu
Street Fighter 6 / SF6
2D Conventional Gameplay
Capcom
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Street Fighter Series

Fighter Movelists

E. Honda
Tawara Nage
Basic Moves
A basic sumo body toss.
Tawara Nage
Basic Moves
A basic sumo body toss.
Shikofumi
Command Moves
Honda leans back and does a sumō stomp that hits overhead.
Hiza Geri
Command Moves
Up-close two hit knee strike with panty shot.
Tsurane Harite
String Move
Two alternating hand slaps, can be canceled into a special.
Oicho Throw
Special Moves
After slamming his opponent to the floor face first, Honda flips over on top of them.
Sumo Headbutt
Special Moves
E. Honda rockets towards the opponent, head first.
Sumo Smash
Special Moves
Honda rises into the air flat, then down with a butt smash.
Sumo Spirit
Special Moves
Honda holds out his arms and a sunbeam shines on him. This makes his next Hundred Hand Slap have a final downward slap at the end.
augmentation
Neko Damashi
Special Moves
Claps the opponent's face. Also eats single-hit projectiles.
nullify
Hundred Hand Slap
Special Moves
Honda batters his opponent with hands so fast they appear blurred.
Sumo Dash
Special Moves
Shuffles forward sumō style a bit. Faster and longer distance than his forward dash, and also has a couple of attack options during.
Teppo Triple Slap
Special Moves Sumo Dash >>
A triple slap out of Sumo Dash.
Taiho Cannon Lift
Special Moves Sumo Dash >>
Two-hit upward slaps that launches.
Show of Force
Super Moves
Honda shoves the opponent hard enough to rocket them across the screen.
Ultimate Killer Head Ram
Super Moves
[Level 2+]
Honda headbutts his opponent to the wall, then rains palms down on them.
special_medley
The Final Bout
Super Moves
[Level 3]
Honda slaps the opponent's chest and then grabs them, swinging them around and drawing a sumō ring out of fire. He pushes them to the edge and then suddenly turns them around and slams them on the other side. If done with 25% or less health, he'll toss them instead of slamming them, and they'll land on their feet, teetering at the edge of the ring, after which Honda will rocket toward them with a Sumo Headbutt.
Ultimate Killer Head Ram
Super Moves
[Level 2+]
Honda headbutts his opponent to the wall, then rains palms down on them.
special_medley

Lily Hawk
Canyon Throw
Command Moves
Lifts her opponent by the leg using her clubs and flings them.
Falling Cliff
Command Moves
Grabs the opponent with her clubs and hoists them briefly on her shoulders before tossing them off.
Great Spin
Command Moves
Spinning body press. Good for cross-ups.
Horn Breaker
Command Moves
Straight strike with a club. Can be canceled into specials.
Ridge Thrust
Command Moves
A short hop forward while she flails her clubs downward. Hits overhead.
Squall Kick
Command Moves
Double low spin kick, using her clubs to prop her up.
Mexican Typhoon
Special Moves
Lily grabs the opponent's head with her clubs and 619s around them, using the momentum to propel them both into the air so she can spin vertically and slam them to the ground.
command_throw
spinning
Condor Dive
Special Moves
Diagonal diving rush attack. Having Windclad consumes a stock and has her twirl a bit, doing more damage. Neutral or forward jumps only.
dive
Tomahawk Buster
Special Moves
Diagonal anti-air rush. Invincible against jumping attacks. Being Windclad consumes a stock and causes her to spin a bit, doing more damage.
anti_air
Condor Wind
Special Moves
Lily spins her clubs above her head and acquired one "Windclad" stock. She can get up to three of these stocks at one time. Charging the move will fill her stock as long as the button is held. Performing the move with Medium or Heavy will have her attack after she's done stocking.
augmentation
chargeable
Condor Spire
Special Moves
Glides forward for a low altitude rush attack. Having Windclad consumes 1 stock and has her spin while gliding, doing more damage.
Breezing Hawk
Super Moves
[Level 1+]
Spinning war club lariats that sends her all around the opponent to hit on each side. Ends with a double club uppercut to knock them away.
Thunderbird
Super Moves
[Level 2+]
Leaping, spinning war club lariat ending with a smack away from outstretched clubs that show a brief image wind-trail wing feathers from the clubs. More wind effect and damage when Windclad (also consumes a stock).
(air)
anti_air
to_the_skies
Raging Typhoon
Super Moves
[Level 3]
A double Mexican Typhoon that has the second slam smash the opponent's back hard on the ground. When performed with 25% health or less, instead of any slams she'll just spin for a bit in the air and lose her grip on the enemy, sending them crashing to the ground before she clumsily lands on them with her butt. Somehow this version does more damage.
command_throw
spinning

Marisa Rossetti
Marisa Style
Basic Moves
Marisa's heavy attacks can be charged to increase strength.
chargeable
Mounted Grace
Command Moves
Marisa grabs the opponent by one arm and then the opposite leg, takes them to the ground, and punches them in the face.
Ponte Milvio
Command Moves
Marisa grabs the opponent by the arm and briefly hoists them onto her shoulders before throwing them backward.
Caelum Arc
Command Moves
A hammer punch that can hit behind her at the start of the move. Neutral jump only.
Magna Bunker
Command Moves
A forward step plus a gut punch. Can be cancelled into specials.
Phalanx
Special Moves
A leaping diagonal punch. Safe on block.
to_the_skies
Scutum
Special Moves
A defensive stance that sees Marisa covering her face with her arms in a vertical blocking position. Has upper body armor and auto-counters hits in that area, as well as allows for follow-ups in this stance. Holding the button used to start the move after a successful counter will put her back into the stance.
counter
super_armor
Enfold
Special Moves Scutum >>
Marisa grabs the opponent by one arm and the head and forces them to the ground while wrenching their arm behind their back, then punches the back of their head hard enough to smash their face into the ground.
Procella
Special Moves Scutum >>
A standing low sweep kick.
Tonitrus
Special Moves Scutum >>
A downward hammer punch followed by an upward one. The first one hits overhead.
Dimachaerus
Special Moves
A wide uppercut. Can be followed up with a second overhand punch.
Quadriga
Special Moves
A powerful forward-hopping kick. Button strength not only determines damage but also length of the hop.
Gladius
Special Moves
A powerful straight punch. Holding the button to charge will follow it up with a cinematic punch to the face that knocks back.
chargeable
Javelin of Marisa
Super Moves
[Level 1+]
Marisa reels back and then swings forward with a massive overhand punch. Can be charged for more damage.
chargeable
Meteorite
Super Moves
[Level 2+]
Marisa leaps into the air and comes down with a devastating punch. If the opponent is close enough when the move is started, the leap will knock them into the air and her punch will send them back down.
to_the_skies
Goddess of the Hunt
Super Moves
[Level 3]
Marisa shoulder rushes her enemy and knocks to their knees and the arena becomes dusty with sand. She approaches them and kisses her fist before punching them hard enough to knock into a concrete wall. If her health is under 25%, she'll forgo the fist kiss and after they're knocked into the wall, she'll unleash a second brutal grinding punch to their face that leaves a temporary heart mark on it.

Ryu
Seoi Nage
Throw Moves
The basic ansatsuken over-the-shoulder throw.
Tomoe Nage
Throw Moves
Ryu grips his opponent and falls backwards, kicking them away.
Axe Kick
Command Moves
Starting as just a close normal of Ryu's as far back as vanilla SF2, it later migrated into a command move. Two-hit axe kick.
Short Uppercut
Command Moves
A shallow uppercut that can be canceled into specials.
Sakotsu Wari
Command Moves
Ryu's delayed overhead punch.
Whirlwind Kick
Command Moves
Hopping roundhouse.
Mizuochi Kudaki
Command Moves
Sliding midsection punch.
Fuwa Triple Strike
String Move
Can be canceled into Denjin Charge with just Down + any punch.
High Double Strike
String Move
Can be canceled into Denjin Charge with just Down + any punch.
Airborne Tatsumaki Senpukyaku
Special Moves
Airborne spinning kick. Must be done from a forward jump.
hurricane
Denjin Charge
Special Moves
Ryu poses and has electricity flow around him. Makes his next Hard Hadoken, Hard Hashogeki, Shinku Hadoken, or Shin Hashogeki deliver a shocking effect and do more damage. Denjin-enhanced Hard Hadoken also knocks down.
augmentation
shocking
startup
Shoryuken
Special Moves
A leaping one-armed uppercut.
Tatsumaki Senpukyaku
Special Moves
A forward moving hurricane kick.
Hashogeki
Special Moves
Originally Ryu's V-Reversal, it became a regular special move in SF6. A close-range burst of ki from the hands.
shortrange_projectile
Joudan Sokutou Geri
Special Moves
Ryu turns around and plants a powerful mule kick on his foe.
Hadoken
Special Moves
A small burst of energy thrust from the hands.
body_shaped
Shin Hashogeki
Super Moves
A much larger and more powerful short-range ki blast. Chargeable for more damage.
chargeable
shortrange_projectile
Shin Shoryuken
Super Moves
[Level 3]
Ryu delivers an immensely powerful 3 hit variation of his Shoryuken or a less powerful multi-hit version. When done with 25% or less health, it's more powerful, the screen turns grayscale when it's done, and a shocking effect is added.