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Ryu
Ryu

High Blade Kick

↓↘→K
High Blade Kick
必杀技

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 Kick27D-31300
L High Blade Kick14D-111100
M High Blade Kick18D-81200
OD High Blade Kick17D-18800

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