A thrust kick that quickly closes distance, and can be used to surprise an opponent between their attacks. Strike with the tip of the foot for maximum effectiveness.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| High Blade Kick | — | — | — | — |
| H High Blade Kick | 27 | D | -3 | 1300 |
| L High Blade Kick | 14 | D | -11 | 1100 |
| M High Blade Kick | 18 | D | -8 | 1200 |
| OD High Blade Kick | 17 | D | -18 | 800 |
Evaluation
A head-targeting kick. All versions knock down and push the opponent forward, so oki off it is weak (OD / corner gets follow-ups). Used in combo enders and 2MK confirms. 236MK is the punishable one: any character with an 8F or faster reach has a guaranteed reward. May 2024 patch improved damage, knockdown timing, and total animation across the board.
How to Use
Strength selection
- L (236LK) — main 2LP confirm. 14F startup, -11 on block; corner late hit confirms into 623P
- M (236MK) — used in mid/heavy starters. 18F, -8 on block but tip range is up to -2; usable as a poke from outside punish range
- H (236HK) — exclusive follow-up after 4HP. 27F startup; tip-range block is nearly safe. Corner hit goes into 623LP, CH knocks down for free, SA1 confirms
- OD — wallbounces in the corner for a follow-up. May 2024 patch relaxed scaling and reduced startup so it links like the M version
Combos
- 2MK → 236MK: the 2MK confirm staple; max-input to beat DI
- 2MK → 236KK: damage-priority route from 2MK
- (J)HK → 2MK → 236MK: jump-in basic
- 4HP → 236HK: 4HP-only link, big reward when confirmed
- L for mid-screen knockdown, OD in the corner for the bounce extension
Pitfalls
- L (-11) and OD are full-punish on block — combos only
- Even M (-8) is punished by 8F-reach buttons; tip-range only
- H (27F startup) is jump / parry bait — combo-only
- SF5 carryover habit: LP starters do not confirm into 236LK in SF6
How to Counter
Used in combo enders and 2MK confirms. 236MK has 8F-reach punishes — find the route on your character.
Recommended counters
236LK
- Heavy-attack starter for max combo
- If only mid/light reaches, take the best version available
236MK
- Use an 8F-reach button: Luke 2HP, Ken 4HP, Cammy M Cannon Spike, etc.
- Drill your "8F punish" combo in training
Especially with 2MK → 236MK, a tip-range 2MK makes short punishes whiff — this string needs per-character homework. If you never threaten it, it becomes a free auto-pilot knockdown string, so research your own character's 8F punish:
236HK
- 27F startup → parry it on read, even if you miss the just-parry
- Lucky just-parry = instant heavy combo
- Block is -3 only, so it's not punishable, but distance kills the follow-up
236KK
- Used for damage when the routing is correct, but Ryu fumbling it leaves -18
- Heavy-starter max combo
Safe-jump after 236LK
- After a 236LK knockdown Ryu can set up a safe jump. When you see his jump, decide whether to risk a reversal — if it's a safe jump, the reversal will be blocked and punished
How to make Ryu not throw it
Ryu doesn't want raw 236K — punish frames are too steep.
- Most appearances are 2MK cancels — control the 2MK range or stay outside it
- H 236HK at 27F is parry food; if Ryu starts mashing it on a turtle, parry-bait
- OD is combo-only in practice

