|
|
(15 intermediate revisions by 2 users not shown) |
Line 21: |
Line 21: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Frame data is mostly identical to {{clr|L|2LP}}, but {{clr|L|5LP}} is the preferred chain for countering {{clr|4|Drive Impact}} since it has lower recovery. Can get a 3-hit light confirm with {{clr|L|5LP}} x3.
| | Very similar to {{clr|L|2LP}} in terms of frame data, though {{clr|L|5LP}} has more range making it the ideal 4f punish starter. The extra active frame also makes it easier to land as a meaty, and it is slightly safer on Perfect Parry which can limit the opponent's punish options. Against {{clr|4|Drive Impact}}, {{clr|L|5LP}} recovers faster due to its lower recovery, making it the safer chain option. |
| | |
| | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|4|Drive Rush}} light, this chain can be up to 4 hits. {{clr|L|5LP}} does have slightly more pushback than {{clr|L|2LP}}, though this rarely matters in practice. |
| }} | | }} |
|
| |
|
Line 101: |
Line 103: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5mk}} | | {{AttackDataCargo-SF6/Query|ryu_5mk}} |
| | * Front leg hurtbox is raised on frames 4-11 |
| <br> | | <br> |
| A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into {{clr|10|SA1}} on a successful whiff punish. | | A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into {{clr|10|SA1}} on a successful whiff punish. |
Line 144: |
Line 147: |
| * Extends an upwards hurtbox on frames 1-6 that is vulnerable to air strikes | | * Extends an upwards hurtbox on frames 1-6 that is vulnerable to air strikes |
| <br> | | <br> |
| Fast but short range chainable light normal, mainly used for hitconfirms and punishing {{sf6-adv|VM|-4}} attacks. It is slightly worse than {{clr|L|5LP}} when chaining against {{clr|4|Drive Impact}} armor.
| | A fast light normal similar to {{clr|L|5LP}}; in comparison, {{clr|L|2LP}} has less range and fewer active frames. It is also slightly worse than {{clr|L|5LP}} when chaining against {{clr|4|Drive Impact}} armor. Its only real advantage is that it has slightly less pushback, which could affect Ryu's follow-ups at some specific ranges. Since Ryu is crouching during the animation, it could also cause certain attacks to whiff, such as Guile attempting a meaty {{clr|H|6HP}} on your wakeup. |
| | |
| | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|4|Drive Rush}} light, this chain can be up to 4 hits. |
| }} | | }} |
|
| |
|
Line 219: |
Line 224: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy's having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Combos into some version of all specials, and Denjin Hashogeki in particular gives good pressure on block, being a true string on {{clr|4|Drive Rush}}. | | The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy's having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. |
| | |
| | Some particularly useful cancel routes are: |
| | * 236P - low risk, low reward poking tool; vulnerable to {{clr|4|Drive Impact}} if too predictable |
| | * {{clr|M|236MK}} - relatively safe at max range (depending on opponent's punish tools) and good knockdown ender |
| | * {{clr|H|Denjin 214HP}} - rewarding on hit and great advantage on block; interruptible unless starting with {{clr|4|Drive Rush}}, but not on reaction |
| }} | | }} |
|
| |
|
Line 239: |
Line 249: |
| A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. | | A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. |
|
| |
|
| Gives enough advantage on Punish counter to go for a Denjin charge and be only {{sf6-adv|VM|-5}} (safe if you are outside of 5 framer range). | | Gives enough advantage on Punish counter to go for a Denjin charge and be only {{sf6-adv|VM|-5}}; whether this is useful depends on your positioning and the opponent's 5f attack range. |
| }} | | }} |
| <br> | | <br> |
Line 358: |
Line 368: |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
| A fast overhead that can link into {{clr|M|5MP}} or {{clr|M|2MP}} when used after {{clr|4|Drive Rush}}. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. | | A fast overhead that allows follow-up combos when used after {{clr|4|Drive Rush}}. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. |
| | |
| | While Ryu is {{sf6-adv|P|+3}} when the opponent blocks {{clr|4|DR~}}{{clr|M|6MP}}, he is out of throw range making it hard to press a real mixup. When hitting a crouching opponent at point blank, he can link into {{clr|H|4HP}} for a powerful combo extension that forces the opponent to stand. However, if the opponent somehow gets hit while standing, {{clr|H|4HP}} will whiff; for a more guaranteed combo ender, you can instead use {{clr|M|2MP}} > {{clr|M|236MK}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} for a Denjin stock. |
| }} | | }} |
|
| |
|
Line 374: |
Line 386: |
| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| * 2nd hit can whiff at a specific range, becoming {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-9}} oB | | * If 1st hit connects on extended hurtbox and 2nd hit whiffs, becomes {{sf6-adv|VP|+6}} on CH / {{sf6-adv|VP|+8}} on PC |
| <br> | | <br> |
| A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. The {{sf6-adv|P|+3}} block advantage is enough to continue your pressure with a {{clr|M|5MP}} or {{clr|M|2MP}} without being interrupted by an non invulnerable option, but the move now leave you too far away to initiate a throw mixup without walking. It can be up to {{sf6-adv|P|+5}} on block if spaced out, but this also results in more pushback. | | A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. |
| | |
| | The {{sf6-adv|P|+3}} block advantage is enough to continue your pressure with a {{clr|M|5MP}} or {{clr|M|2MP}} without being interrupted by an non invulnerable option, but the move leaves you too far away to initiate a throw mixup without walking. It can be up to {{sf6-adv|VP|+5}} on block if spaced out, but this also results in more pushback. After a {{clr|4|DR~}}{{clr|H|6HP}} at point blank, Ryu can microwalk for a throw that beats 4f normals, but the timing is very strict. |
|
| |
|
| Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and gets even stronger links on Counter-hit/Punish Counter. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. | | Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and on Counter-hit/Punish Counter you can easily react with a stronger combo route. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. |
| }} | | }} |
|
| |
|
Line 417: |
Line 431: |
| * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) | | * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) |
| <br> | | <br> |
| Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. | | Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. |
| | |
| | The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. |
| }} | | }} |
|
| |
|
Line 434: |
Line 450: |
| * 2 hits; () refers to startup of 2nd hit only | | * 2 hits; () refers to startup of 2nd hit only |
| * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit causes ground bounce vs. airborne opponents | | * 2nd hit puts airborne opponents into OTG Bounce state |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) | | * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) |
Line 441: |
Line 457: |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At {{sf6-adv|VM|-4}} it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. | | Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At {{sf6-adv|VM|-4}} it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. |
|
| |
|
| Though risky, using it as an AA has decent reward as the first hit can be canceled to Tatsu and the second to a consistent Shoryu due to the ground bounce on airborne connect. | | Though risky, using it as an AA has decent reward due to the 2nd hit's ground bounce, which can juggle into a move like {{clr|H|HP Shoryuken}} or {{clr|M|MK High Blade Kick}}. In some rare cases, a high connect only allows the 1st hit to juggle; in this case, an immediate cancel into Shoryuken or a Tatsu will also work. |
| }} | | }} |
| <br> | | <br> |
Line 458: |
Line 474: |
| {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} |
| * {{clr|H|HK}} whiffs on crouch blocking opponents ({{sf6-adv|VM|-18}}) | | * {{clr|H|HK}} whiffs on crouch blocking opponents ({{sf6-adv|VM|-18}}) |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| Ryu generally gets better combo enders from {{clr|H|5HP}}, but the {{clr|H|HK}} is much easier to hitconfirm on reaction than a special move. The {{clr|H|HK}} will always connect on hit since {{clr|H|5HP}} forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. | | Ryu generally gets better combo enders from {{clr|H|5HP}}, but the {{clr|H|HK}} is much easier to hitconfirm on reaction than a special move. The {{clr|H|HK}} will always connect on hit since {{clr|H|5HP}} forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. |
| The second hit can be cancelled into Denjin charge on reaction, leaving Ryu at +7.
| | |
| | On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. If this Target Combo is juggled into, Ryu's KD advantage can be slightly better than the usual +7. |
| }} | | }} |
|
| |
|
| |
|
| =====<font style="visibility:hidden; float:right">5MP~LK~HK</font>===== | | =====<font style="visibility:hidden; float:right">5MP~LK~HK</font>===== |
Line 482: |
Line 499: |
| {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} |
| * () refers to scaled damage from {{clr|M|5MP}} combo starter | | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| * Can come out even if {{clr|L|LK}} whiffs
| |
| * Leaves a 6f blockstring gap before final hit on block | | * Leaves a 6f blockstring gap before final hit on block |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| A relatively weak target combo, but it's easier to confirm from {{clr|M|5MP}} than a special move. Also has some utility near max {{clr|M|5MP}} range where other follow-ups can whiff. However, the {{clr|L|LK}} can whiff if {{clr|M|5MP}} hits on an extended limb hurtbox. | | A relatively weak target combo, but it's easier to confirm from {{clr|M|5MP}} than a special move. Also has some utility near max {{clr|M|5MP}} range where other follow-ups can whiff. However, the {{clr|L|LK}} can whiff if {{clr|M|5MP}} hits on an extended limb hurtbox. |
| The third hit can be cancelled into Denjin charge on reaction, leaving Ryu at +7.
| |
| }}
| |
|
| |
|
| | At close range, Ryu is punishable after {{clr|M|5MP}}~{{clr|L|LK}}, but it's fairly easy to space safely against most characters. For example, about half the cast cannot punish the blocked sequence {{clr|4|DR~}}{{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|L|LK}} with their 4f normal, and the sequence {{clr|H|6HP}}, {{clr|M|5MP}}~{{clr|L|LK}} cannot be punished by anyone. Opponents unaware of this fact can be baited into a spacing trap as they whiff their attempted punish. |
|
| |
|
| | On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. |
| | }} |
| <br> | | <br> |
|
| |
|
Line 637: |
Line 655: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_22p}} | | {{AttackDataCargo-SF6/Query|ryu_22p}} |
| * Charges up the next [[#Hadoken (Denjin 236HP)|Hadoken]], [[#Hashogeki (Denjin 214HP)|Hashogeki]], [[#Level 1 Super (236236P)|Shinku Hadoken]], or [[#Level 2 Super (214214P)|Shin Hashogeki]] into a more powerful Denjin version | | * Charges up the next [[#Hadoken (Denjin 236HP)|{{clr|H|HP}}/{{clr|10|OD}} Hadoken]], [[#Hashogeki (Denjin 214HP)|{{clr|H|HP}}/{{clr|10|OD}} Hashogeki]], [[#Level 1 Super (236236P)|{{clr|10|SA1}}]], or [[#Level 2 Super (214214P)|{{clr|10|SA2}}]] into a more powerful Denjin version |
| * Increases damage, and may change frame advantage, knockdown advantage, or number of hits | | * Increases damage, and may change frame advantage, knockdown advantage, or number of hits |
| | * Can be performed after {{clr|H|5HK}}~{{clr|H|HP}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} by inputting 2P on hit only |
| * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds | | * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds |
| <br> | | <br> |
| Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be weary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as {{clr|10|OD Denjin Charge Hadoken}}, {{clr|10|OD Tatsu}}, or {{clr|H|HK High Blade Kick}}, after landing one of Ryu's Target Combo, and it's almost always safe after midscreen {{clr|M|MK High Blade Kick}} too. | | Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be weary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as {{clr|10|OD Denjin Charge Hadoken}}, {{clr|10|OD Tatsu}}, or {{clr|H|HK High Blade Kick}}. It's usually safe against midscreen {{clr|M|MK High Blade Kick}} too. |
| | |
| | Both of Ryu's Target Combos give him the option to end in a Denjin Charge on hit with a different input (2P). This sacrifices any possible midscreen oki, but in the corner he can gain the Denjin stock while still maintaining his offense. |
| }} | | }} |
|
| |
|
Line 669: |
Line 690: |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Ryu's iconic fireball, used primarily for zoning. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through his fireball game. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. |
|
| |
|
| Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The {{clr|L|LP}} version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The {{clr|10|OD}} version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, {{clr|10|OD Hadoken}} can also juggle into {{clr|10|SA1}} on reaction. {{clr|10|OD Hadoken}} can also juggle in the corner with a {{clr|4|Drive Rush}} normal.
| | {{clr|L|LP Hadoken}} is the safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. {{clr|M|MP Hadoken}} is slightly faster, and can throw off the opponent's parry timing because they most likely expect a slower or faster fireball. One big advantage to these two versions is that Ryu can use them even with a Denjin stock, making the opponent guess when the 2-hit fireball is coming. |
| | |
| | {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. |
| | |
| | {{clr|10|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The knockdown time lets Ryu perform a Denjin Charge, and in the corner he can juggle into {{clr|10|SA1}} on reaction. He can also {{clr|4|Drive Rush}} into a juggled normal against cornered opponents when starting from about 1/3 to 1/2 screen away. Unlike his other fireballs, Ryu is allowed to use {{clr|10|SA1}} when {{clr|10|OD Hadoken}} is still on the screen. |
| }} | | }} |
|
| |
|
Line 695: |
Line 720: |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| With a Denjin charge stocked, Ryu can still use the {{clr|L|LP}} and {{clr|M|MP}} versions without expending the charge . However using the {{clr|H|HP}} version will expend the Denjin charge, while gaining an extra hit and becoming very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an {{clr|10|OD}} or {{clr|10|Super}} projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into {{clr|10|SA1}} on reaction.
| | Hadoken gains an extra hit and becomes very fast when using {{clr|H|236HP}} or {{clr|10|236PP}} with a Denjin stock; using the {{clr|L|LP}} and {{clr|M|MP}} version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any {{clr|10|OD}} projectile and the {{clr|10|OD}} version loses to any {{clr|10|Super}} projectile. |
| | |
| | On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into {{clr|10|SA1}} on reaction. |
| }} | | }} |
|
| |
|
Line 737: |
Line 764: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tatsumaki Senpu-kyaku | | | title = Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Tatsu |
| | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) |
| | images = | | | images = |
Line 762: |
Line 789: |
| * Puts opponent into {{sf6-jug|limited juggle}} state; later hits have more juggle potential | | * Puts opponent into {{sf6-jug|limited juggle}} state; later hits have more juggle potential |
| <br> | | <br> |
| Tatsu is a good move for getting corner carry while still allowing oki afterward. The {{clr|L|LK}} version leaves opponents the closest to Ryu on any grounded combo, allowing Ryu to easily get either a meaty {{clr|L|LP Hashogeki}} or a basic strike throw mixup after one dash unless he canceled into it from medium and heavy buttons from longer ranges. The {{clr|M|MK}} version primarily sees usage as a combo ender in juggles where it gives Ryu some of his best corner carry, while the {{clr|H|HK}} version is Ryu's primary meterless option to switch sides in a combo. Both the {{clr|M|MK}} and {{clr|H|HK}} versions can be used predictively against most projectiles due to the lower body invincibility, and they also get better frame advantage when the later hits connect as opposed to the first hit. {{clr|10|OD Tatsu}} is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. | | Tatsu is a good move for getting corner carry while still allowing oki afterward. |
| | |
| | The {{clr|L|LK}} version leaves opponents the closest to Ryu on any grounded combo, allowing Ryu to easily get either a meaty {{clr|L|LP Hashogeki}} or a basic strike throw mixup after one dash unless he canceled into it from medium and heavy buttons from longer ranges. {{clr|M|MK Tatsu}} primarily sees usage as a combo ender in juggles where it gives Ryu some of his best corner carry, while the {{clr|H|HK}} version is Ryu's primary meterless option to switch sides in a combo. |
| | |
| | Both the {{clr|M|MK}} and {{clr|H|HK}} versions can be used predictively against most projectiles due to the lower body invincibility, and they also get better frame advantage when the later hits connect as opposed to the first hit. |
| | |
| | {{clr|10|OD Tatsu}} is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. Using this version against an already airborne opponent is less effective because it uses up a significant amount of juggle points, which severely limits Ryu's follow-up options. |
|
| |
|
| Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. {{clr|L|5LP}} cannot naturally combo into {{clr|M|MK}}/{{clr|H|HK}} Tatsu, and {{clr|L|2LP}}/{{clr|L|5LK}} cannot naturally combo into {{clr|H|HK Tatsu}} (although they can after a Punish Counter). | | Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. {{clr|L|5LP}} cannot naturally combo into {{clr|M|MK}}/{{clr|H|HK}} Tatsu, and {{clr|L|2LP}}/{{clr|L|5LK}} cannot naturally combo into {{clr|H|HK Tatsu}} outside of a Punish Counter scenario. |
| }} | | }} |
|
| |
|
Line 774: |
Line 807: |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
Line 793: |
Line 824: |
| * Applies an extra 15% damage scaling to next attack when comboed into | | * Applies an extra 15% damage scaling to next attack when comboed into |
| <br> | | <br> |
| The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least +3 on block, although most players will instinctively stand block when they see a jump. Cancels from air-to-air {{clr|M|j.MP}} if Ryu jumps forward, which is especially useful for {{clr|10|OD Air Tatsu}} since it can lead to a strong juggles near the corner. | | The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least {{sf6-adv|P|+3}} on block, although most players will instinctively stand block when they see a jump. |
| | |
| | Cancels from air-to-air {{clr|M|j.MP}} if Ryu jumps forward, which is especially useful for {{clr|10|OD Air Tatsu}} since it can lead to a strong juggles near the corner. |
| }} | | }} |
|
| |
|
Line 802: |
Line 835: |
| | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 2S (M) or A[L~L] (L) | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 2S (M) or A[L~L] (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} |
Line 812: |
Line 843: |
| {{AttackDataCargo-SF6/Query|ryu_236lk}} | | {{AttackDataCargo-SF6/Query|ryu_236lk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 25f (Super) | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mk}} | | {{AttackDataCargo-SF6/Query|ryu_236mk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * 3f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 25f (Super) | | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
Line 824: |
Line 856: |
| * Gives enough time to charge {{clr|10|SA2}} when canceled (depending on screen position) | | * Gives enough time to charge {{clr|10|SA2}} when canceled (depending on screen position) |
| * '''Cancel Hitconfirm Window:''' 27f (Super) | | * '''Cancel Hitconfirm Window:''' 27f (Super) |
| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies an extra 5% damage scaling to next attack when comboed into |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into {{clr|10|SA3}}. LK is a quick combo ender leaving a guaranteed safe jump in the corner, The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. {{clr|H|HK}} is very slow but usually safe on block due to its huge pushback. {{clr|L|2LP}} is the fastest normal that can combo into {{clr|L|236LK}}, and {{clr|H|4HP}} is the only normal which can combo into {{clr|H|HK}} without additional hit advantage. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a combo and juggle ender due to its high juggle potential, great oki, and consistent cancel into {{clr|10|SA3}}. |
| | |
| | The {{clr|L|LK}} version is a quick combo ender that sets up an auto-timed safe jump in the corner against grounded opponents. It combos naturally from both {{clr|L|2LP}} and {{clr|L|5LK}}, making it a great ender for light strings. It has fewer active frames than other versions, making it hard to space safely in neutral against most characters. |
| | |
| | The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. It is great for harassing the opponent's Drive gauge unless they have an unusually fast and long-range punish option. It combos from all medium normals, as well as Punish Counter {{clr|L|5LK}}/{{clr|L|2LP}}. |
| | |
| | The {{clr|H|HK}} version is very slow, but the high pushback makes it much safer than other versions. Only {{clr|H|4HP}} can naturally combo into it; other buttons require {{clr|4|Drive Rush}}, Punish Counter, or juggle routes to combo successfully. Juggling into {{clr|H|236HK}} (e.g. {{clr|H|214HP}}, {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|H|236HK}}) usually leaves the opponent at +42, setting up an auto-timed corner safe jump. Be careful when throwing this out in neutral, as the opponent can react with {{clr|4|Drive Impact}} unless you cancel into {{clr|10|SA3}} on reaction. |
|
| |
|
| {{clr|10|OD High Blade Kick}} is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged {{clr|10|SA2}} when canceled (although the release must be manually timed). The {{clr|10|OD}} version can be comboed into from medium attacks or from a Punish Counter {{clr|L|5LK}}. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, {{clr|10|OD Tatsu}} is preferred. | | {{clr|10|OD High Blade Kick}} is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged {{clr|10|SA2}} when canceled (although the release must be manually timed). The {{clr|10|OD}} version can be comboed into from medium attacks or from a Punish Counter {{clr|L|5LK}}. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, {{clr|10|OD Tatsu}} is preferred. |
Line 837: |
Line 875: |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=190px|ryu_214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=LP Version}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=LP Version}} |
Line 867: |
Line 903: |
| Hashogeki has juggle potential on all versions; the {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|10|236KK}} or {{clr|10|214KK}}, then following up with a juggled {{clr|4|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|OD}} versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. | | Hashogeki has juggle potential on all versions; the {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|10|236KK}} or {{clr|10|214KK}}, then following up with a juggled {{clr|4|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|OD}} versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. |
|
| |
|
| {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. | | {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. With specific setups, the {{clr|L|LP}}/{{clr|M|MP}} versions are useful as meaty tools on the opponent's wakeup. |
| | |
| | {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. |
|
| |
|
| Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. | | Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. |
Line 874: |
Line 912: |
| * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} | | * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} | | * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} |
| * 3f gap: {{clr|L|5LK}}/{{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|10|214PP}} | | * 3f gap: {{clr|L|5LK}}/{{clr|L|2LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|10|214PP}} |
| * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} | | * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} |
| }} | | }} |
Line 884: |
Line 922: |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|ryu_214p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214pp(charged)|caption=Get scattered lol}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} |
Line 904: |
Line 940: |
|
| |
|
| There are some blockstrings that can create frame traps on block: | | There are some blockstrings that can create frame traps on block: |
| * 1f gap: {{clr|H|4HK (2nd)}} > {{clr|10|Denjin 214P}} | | * 1f gap: {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|10|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|10|Denjin 214P}} | | * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}} | | * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}}, {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} |
| }} | | }} |
| <br> | | <br> |
Line 933: |
Line 969: |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many {{clr|10|Level 1 Supers}}. | | Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many {{clr|10|Level 1 Supers}}. This Super can be performed even when an {{clr|10|OD Hadoken}} is on the screen, which improves Ryu's juggle routes and can also let him punish opponents jumping over fireballs at certain ranges. |
|
| |
|
| If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. | | If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. There is no way to preserve the Denjin stock while using this Super, unlike with regular Hadoken. |
|
| |
|
| The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. | | The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. |
Line 961: |
Line 997: |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
|
| |
|
| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
|
| |
|
| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
Line 989: |
Line 1,025: |
| * Button must be held for 6f after the Super freeze | | * Button must be held for 6f after the Super freeze |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
|
| |
|
| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
|
| |
|
| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
Line 1,020: |
Line 1,056: |
| * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|4|Drive Rush}} combo | | * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|4|Drive Rush}} combo |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
|
| |
|
| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
|
| |
|
| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
|
| |
|
| Some things that can combo into Level 3 charge are {{clr|10|OD High Blade Kick}} and {{clr|10|OD Denjin Hashogeki}}. The pushback on block is extremely high on this version, and may require the opponent to use a {{clr|4|Drive Rush}} punish starter if blocked. | | Some things that can combo into Level 3 charge are {{clr|10|OD High Blade Kick}} and {{clr|10|OD Denjin Hashogeki}}. The pushback on block is extremely high on this version, and may require the opponent to hold Parry and use a {{clr|4|Drive Rush}} punish starter if blocked. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 1,044: |
Line 1,080: |
| {{AttackDataCargo-SF6/Query|ryu_236236k}} | | {{AttackDataCargo-SF6/Query|ryu_236236k}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| | * 2f startup when canceled from {{clr|H|623HP}} |
| * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage | | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~2.2 Drive bars for Ryu | | ** Cinematic time regenerates ~2.2 Drive bars for Ryu |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| *2f startup when cancelled into from {{clr|H|623HP}}
| |
| {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| * Available at 25% HP or below | | * Available at 25% HP or below |
| * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage | | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| | * 2f startup when canceled from {{clr|H|623HP}} |
| * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~2.3 Drive bars for Ryu | | ** Cinematic time regenerates ~2.3 Drive bars for Ryu |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| *2f startup when cancelled into from {{clr|H|623HP}}
| |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. | | A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. |
|
| |
|
| {{clr|10|SA3}} cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into {{clr|10|SA3}} as an anti-air causes Ryu to incur significant damage scaling, and may even lose out on the cinematic hit if the opponent is juggled high enough. This is much less of a problem for the {{clr|10|CA}} version, which retains most of its damage even without a cinematic connect. | | {{clr|10|SA3}} cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into {{clr|10|SA3}} as an anti-air causes Ryu to incur significant damage scaling, making it weaker than a raw {{clr|10|SA3}} (but generally more consistent to land). Ryu can lose a bit of damage if the opponent is juggled high enough to skip the cinematic; note that after {{clr|H|HP Shoryuken}}, the startup is faster to prevent this non-cinematic hit and to ensure it juggles properly midscreen. |
|
| |
|
| If the opponent chooses to stand block this Super (especially for taller characters), they will take a little extra blockstun and Burnout chip damage as more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because {{clr|10|SA3}} hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick. | | If the opponent chooses to stand block this Super (especially with a tall characters), they will take a little extra blockstun and Burnout chip damage since more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because {{clr|10|SA3}} hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick. |
| }} | | }} |
| <br> | | <br> |