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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
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| | ''NOTE: As of the most recent balance patch (22/05/2024), Ryu's damage and combo potential has changed significantly. The following combos, all valid as of the 27/02/2024 balance patch that preceded major edits to this section, are all still viable. However, they may no longer be optimal.'' |
| | ''As of 23/05/2024, all damage values in this section have been retested and updated to match the new values from the most recent patch. All references to frame advantage/disadvantage have been updated in kind.'' |
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| == BASIC COMBOS == | | == BASIC COMBOS == |
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| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1270/1690 | | | Damage = 1190/1490 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1340 | | | Damage = 1250 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 2250 | | | Damage = 1950 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1430 | | | Damage = 1370 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockback from this allows Ryu to stock a Denjin Charge (at -17, this can be punished by certain moves, e.g. Cammy's {{clr|10|Super 3}}). {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. | | | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockdown from this is +42, allowing Ryu to perform a safe jump. {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere/Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 1780/2380 | | | Damage = 1680/2170 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} is slightly longer and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled from {{clr|8|2MP}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's {{clr|10|Super 3}}, but only just). | | | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} is slightly longer and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled from {{clr|8|2MP}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for a Denjin Charge setup (at -12, this setup is punishable by Cammy's {{clr|10|Super 3}}, but only just). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 2170/2310/2520 | | | Damage = 2000/2120/2240 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere/Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 1690/1930/2290 | | | Damage = 1600/1740/2090 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = PC {{clr|7|5LK}} > {{clr|8|214MK}}/({{clr|10|236KK}}, {{clr|9|623HP}})/(''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}) | | | Combo = PC {{clr|7|5LK}} > {{clr|8|214MK}}/({{clr|10|236KK}}, {{clr|9|623HP}})/(''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1170/2060/2880 | | | Damage = 1160/1910/2400 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}}/{{clr|9|Hard}} | | | Difficulty = {{clr|8|Medium}}/{{clr|9|Hard}} |
| | Notes = Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Swagger Step (which can be safe if spaced but is usually -5 or -6) and Chun-Li's {{clr|10|OD Hazanshu}} (which is almost always punishable with {{clr|7|5LK}}). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up. | | | Notes = Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's LP/MP Swagger Step (which can be safe if spaced but are both -6) and Chun-Li's {{clr|10|OD Hazanshu}} (which is almost always punishable with {{clr|7|5LK}}). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up. |
| |}} | | |}} |
| }} | | }} |
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| | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1220/1380/1980 | | | Damage = 1300/1460/2400 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} | | | Combo = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1920/2080/2320 | | | Damage = 2000/2160/2320 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1940/2100/2700 | | | Damage = 2020/2180/2770 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} | | | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2400 | | | Damage = 2480 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} | | | Combo = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2120/2280/2520 | | | Damage = 2200/2360/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1910/2260 | | | Damage = 2200/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2030/2090 | | | Damage = 2340/2410 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} | | | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2600/2980 | | | Damage = 3070 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0/3 | | | Super = 0/3 |
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| | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) | | | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 2510/3170 | | | Damage = 2800/3570 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Combo = PC {{clr|9|5HK}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = PC {{clr|9|5HK}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere/Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 3000/3360 | | | Damage = 3000/3430 |
| | Drive = 0/{{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| == SUPER ART COMBO ROUTES == | | == SUPER ART COMBO ROUTES == |
| <tabber> | | <tabber> |
| |-|SA1: Shinkuu Hadoken= | | |-|SA1: Shinkuu/Denjin Hadoken= |
| Ryu's {{clr|10|Super Art 1}}, ''Shinkuu Hadoken'' can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner. | | Ryu's {{clr|10|Super Art 1}}, ''Shinkuu/Denjin Hadoken'' can be canceled into from: any special/Super-cancelable normal. Although it is mostly limited to comboing from normal hits or juggles, its fast startup affords many opportunities to juggle into it either at midscreen or in the corner. ''NOTE: with Denjin Charge,'' Shinkuu Hadoken ''becomes'' Denjin Hadoken ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shinkuu Hadoken ''.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA1 Combo Routes | | | Header = SA1 Combo Routes |
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| }} | | }} |
| |-|SA2: Shin/Denjin Hashogeki= | | |-|SA2: Shin/Denjin Hashogeki= |
| Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}. | | Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}. ''NOTE: with Denjin Charge,'' Shin Hashogeki ''becomes'' Denjin Hashogeki ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shin Hashogeki ''.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA2 Combo Routes | | | Header = SA2 Combo Routes |
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| | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} | | | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2940-3840 | | | Damage = 3090-3990 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4396 - 5386 | | | Damage = 4236 - 5136 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 3980 - 4580 | | | Damage = 4050 - 4950 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4179 - 4791 | | | Damage = 4179 - 5079 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4505 - 5541 | | | Damage = 4641 - 5541 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
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| | Combo = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} | | | Combo = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1920/2080/2320 | | | Damage = 2000/2160/2320 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +1, so Ryu is not only safe but can continue to pressure. | | | Notes = This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +3, so Ryu is in a strong position to mixup the opponent at point-blank. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|7|236LK}}/{{clr|8|214MK}} | | | Combo = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1440/1370 | | | Damage = 1440/1510 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 2528-3550 | | | Damage = 2650-3550 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2179 - 2850 | | | Damage = 2179 - 3130 |
| | Drive = {{drive sf6}}x3 | | | Drive = {{drive sf6}}x3 |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC (DI {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} | | | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5539/6235 | | | Damage = 5539/6235 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC (DI {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}}, {{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}} | | | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}}, {{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5438/6116 | | | Damage = 5438/6116 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC (DI OR {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} | | | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5659/6425 | | | Damage = 5659/6425 |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A punish combo that works will with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter). | | | Notes = A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} > dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} | | | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} > dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 6442/6724 | | | Damage = 6442/6758 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 282 less damage. | | | Notes = Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 306 less damage. |
| |}} | | |}} |
| }} | | }} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive ImpactI, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MP}}, {{clr|7|623LP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|7|214LP}}, {{clr|7|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3340 | | | Damage = 3290 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender is a tight link, the timing of which requires some practice, but can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst. | | | Notes = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3590 | | | Damage = 3470 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}. | | | Notes = With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3770 | | | Damage = 3610 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|8|MP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}. | | | Notes = This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|7|LP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| }} | | }} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''DC'', {{clr|9|j.HP}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, ''dash/walk'', {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|7|623HP}} > {{clr|10|SA3}} | | | Combo = ''DC'', {{clr|9|j.HP}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, ''dash/walk'', {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} > {{clr|10|SA3}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5140 | | | Damage = 5020 |
| | Drive = {{drive sf6}}x2 | | | Drive = {{drive sf6}}x2 |
| | Super = 3 | | | Super = 3 |
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| | Combo = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|SA3}} | | | Combo = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|SA3}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5298 | | | Damage = 5178 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
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| | Combo = ''DC'', Full Charge {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} | | | Combo = ''DC'', Full Charge {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4738/4942 | | | Damage = 4780/4984 |
| | Drive = ~{{drive sf6}}x4.5 | | | Drive = ~{{drive sf6}}x4.5 |
| | Super = 2/3 | | | Super = 2/3 |
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| | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} | | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 6877/7127 | | | Damage = 6742/6992 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = [2] {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = Thanks to the buff to Denjin {{clr|10|EX Hashogeki}}, this is Ryu's new max damage full resource dump. With CA it breaks 7k total damage. | | | Notes = Thanks to the buff to Denjin {{clr|10|OD Hashogeki}}, this is Ryu's new max damage full resource dump (''NOTE: following the nerf to Denjin OD Hashogeki's damage in the 22/05/2024 patch, this may no longer be true''). With CA it nearly breaks 7k damage. |
| | Video = | | | Video = |
| }} | | }} |
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| | Combo = PC ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} | | | Combo = PC ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 6365/6617 | | | Damage = 6176/6428 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 2/3 | | | Super = 2/3 |
| | Difficulty = [2] {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, the long recovery of {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely. It also works as a hitconfirmable frametrap. | | | Notes = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely. It also works as a hitconfirmable frametrap. |
| | Video = | | | Video = |
| }} | | }} |
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| ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes | | ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes |
| |- | | |- |
| | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +7 || +9 || +2 || A setup that is guaranteed after every regular sweep. | | | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +8 || +10 || +2 || A setup that is guaranteed after every regular sweep. |
| If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows a ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MP}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup. | | If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows ''{{clr|9|5HP}}'' to link into itself for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MK}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup. |
| |- | | |- |
| | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +7 || +9 || +2 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep. | | | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +8 || +10 || +4 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep. |
| At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +5 on block, allowing frametraps with {{clr|8|Mediums}}, but is not that rewarding relative to the overhead/low/bait mixup'' | | At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +7 on block, allowing frametraps with {{clr|9|Heavies}}, but is not that rewarding relative to the overhead/low/bait mixup'' |
| |- | | |- |
| | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +6 || +8/Launch || +1 || A setup for after a Punish Counter sweep. | | | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +7 || +9/Launch || +1 || A setup for after a Punish Counter sweep. |
| If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit. | | If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit. |
| The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}. | | The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}. |
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| This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}. | | This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}. |
| |- | | |- |
| | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +7 || +9 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}. | | | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +8 || +10 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}. |
| As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep. | | As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep. |
| |- | | |- |
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| The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as ''{{clr|4|PDR}}, {{clr|9|5HP}}'' is a reliable link and is always the best and most versatile metered option, comboing into either {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}. For extra damage in the corner, ''{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|MP Hashogeki}}, {{clr|9|HP Shoryuken}}'' provides excellent damage for one Drive bar, and can cancel into {{clr|10|Super Art 3}}. | | The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as ''{{clr|4|PDR}}, {{clr|9|5HP}}'' is a reliable link and is always the best and most versatile metered option, comboing into either {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}. For extra damage in the corner, ''{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|MP Hashogeki}}, {{clr|9|HP Shoryuken}}'' provides excellent damage for one Drive bar, and can cancel into {{clr|10|Super Art 3}}. |
| |- | | |- |
| | ''Forward throw'', {{clr|4|PDR}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +17/+13 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} || | | | ''Forward throw'', {{clr|4|PDR}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +18/+14 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} || |
| Potentially one of the strongest trade setups in the right matchups. The link from {{clr|4|PDR}} CH {{clr|9|5HP}} to {{clr|9|5HP}} after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. {{clr|8|MK Donkey Kick}}) all the way up to a {{clr|4|Drive Rush Cancel}} meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link {{clr|9|6HK}} > {{clr|10|OD Tatsumaki}}. | | Potentially one of the strongest trade setups in the right matchups. The link from {{clr|4|PDR}} CH {{clr|9|5HP}} to {{clr|9|5HP}} after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. {{clr|8|MK Donkey Kick}}) all the way up to a {{clr|4|Drive Rush Cancel}} meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link {{clr|9|6HK}} > {{clr|10|OD Tatsumaki}}. |
| The tricksiest part of this setup is that the {{clr|4|Parry Drive Rush}} can be feinted with {{clr|7|5LP}} to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out ''any reversal'' from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's {{clr|10|SA1}}, Dhalsim's {{clr|10|SA2}} and will be caught by Gief's, Lily's and Manon's {{clr|10|SA3}}). | | The tricksiest part of this setup is that the {{clr|4|Parry Drive Rush}} can be feinted with {{clr|7|5LP}} to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out ''any reversal'' from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's {{clr|10|SA1}}, Dhalsim's {{clr|10|SA2}} and will be caught by Gief's, Lily's and Manon's {{clr|10|SA3}}). |
| |- | | |- |
| | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || | | | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || |
| It isn't the most useful trade but it is out''standingly'' hilarious. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). | | It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). |
| | |
| |} | | |} |
| |} | | |} |
Line 748: |
Line 750: |
| | Combo = ''{{clr|9|HP}}/DC Hasho'', ( {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', ( {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1700/1900/2487 | | | Damage = 1800/2000/2487 |
| | Drive = 0/{{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 758: |
Line 760: |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} OR {{clr|8|236MK}}/{{clr|10|236236P}} ) | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} OR {{clr|8|236MK}}/{{clr|10|236236P}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1962/2098/2840 | | | Damage = 2030/2166/2840 |
| | Drive = 0/{{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0/1 | | | Super = 0/1 |
Line 766: |
Line 768: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|8|236HK}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4791 | | | Damage = 4791 |
Line 786: |
Line 788: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}} Hasho'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner | | | Position = Corner |
| | Damage = 2380/4780 | | | Damage = 2380/4780 |
Line 794: |
Line 796: |
| | Notes = LAUNCH TYPE: #1 - | | | Notes = LAUNCH TYPE: #1 - |
| A strong meterless combo by itself, this is also an excellent route into Super. | | A strong meterless combo by itself, this is also an excellent route into Super. |
| |}}
| |
| {{SF6-ComboTableItem
| |
| | Combo = ''DC Hasho'', {{clr|8|214MP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} )
| |
| | Position = Corner
| |
| | Damage = 2480/4880
| |
| | Drive = 0
| |
| | Super = 3
| |
| | Difficulty = {{clr|8|Medium}}
| |
| | Notes = LAUNCH TYPE: #2 -
| |
| The extra frame from the Denjin Launch allows for slightly more damage with {{clr|8|Medium Hasho}}. Unlike the previous route this is your optimal meterless option when raw ''and'' routed into, though you are spending Denjin.
| |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
Line 818: |
Line 810: |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner/Near-Corner | | | Position = Corner/Near-Corner |
| | Damage = 3200/5200 | | | Damage = 3080/5080 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x4 |
| | Super = 3 | | | Super = 3 |
Line 846: |
Line 838: |
| | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) | | | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 1740/2340/(2720/3500/4800) | | | Damage = 1600/2200/(2720/3500/4800) |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/1/3 | | | Super = 0/1/3 |
Line 856: |
Line 848: |
| | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} | | | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2240/4700 | | | Damage = 2100/4700 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0/3 | | | Super = 0/3 |
Line 863: |
Line 855: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} | | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2260/2600/4500 | | | Damage = 2120/2600/4600 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/3 | | | Super = 0/3 |