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=====<font style="visibility:hidden; float:right">Shoryuken (623P)</font>===== | |||
{{MoveDataCargo | |||
| title = Shoryuken | |||
| subtitle = | |||
| input = 623P | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623lp|caption=Whiff}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623lp|caption=Levels 1 & 2}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623lp|caption=Levels 3 & 4}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623lp|caption=Level 5}} | |||
---- | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623pp|caption=Whiff}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623pp|caption=Levels 1 & 2}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623pp|caption=Levels 3 & 4}} | |||
{{MoveDataCargoImage|imageHeight=180px|ryu_623pp|caption=Level 5}} | |||
| info = | |||
{{AttackDataCargo-SF6/Query|ryu_623lp}} | |||
* '''Anti-Air Invuln:''' 1-?f; '''Airborne''' 7-35f (Forced Knockdown state) | |||
* Does reduced damage on later anti-air active frames | |||
* '''Cancel reaction window:''' 17f | |||
{{AttackDataCargo-SF6/Query|ryu_623mp}} | |||
* '''Anti-Air Invuln:''' 1-?f; '''Airborne''' 8-45f (Forced Knockdown state) | |||
* Does reduced damage on later anti-air active frames | |||
* '''Cancel reaction window:''' 17f | |||
{{AttackDataCargo-SF6/Query|ryu_623hp}} | |||
* '''Anti-Air Invuln:''' 1-?f; '''Airborne''' 9-50f (Forced Knockdown state) | |||
* Does reduced damage on later anti-air active frames | |||
* '''Cancel reaction window:''' 22f | |||
{{AttackDataCargo-SF6/Query|ryu_623pp}} | |||
* '''Full Invuln:''' 1-9f; '''Airborne''' 8-52f (Forced Knockdown state) | |||
* Ryu's primary invincible reversal option | |||
<br> | |||
As always, Shoryuken is a great anti-air special and the OD version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancellable into Lv.3 Super. All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. | |||
<br><br> | |||
When beginning a combo with LP/MP/HP Shoryuken cancelled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead. | |||
}} | |||
<br><br> | |||
<hr> | |||
<br><br> | |||
Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal. | Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal. | ||
Revision as of 02:58, 8 May 2023
Shoryuken (623P)
Whiff
Levels 1 & 2
Levels 3 & 4
Level 5
Whiff
Levels 1 & 2
Levels 3 & 4
Level 5
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 21+12 land | SA3 | 1100(800) | LH | KD +38 | -23 |
- Anti-Air Invuln: 1-?f; Airborne 7-35f (Forced Knockdown state)
- Does reduced damage on later anti-air active frames
- Cancel reaction window: 17f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 30+12 land | SA3 | 1200(800) | LH | KD +34 | -32 |
- Anti-Air Invuln: 1-?f; Airborne 8-45f (Forced Knockdown state)
- Does reduced damage on later anti-air active frames
- Cancel reaction window: 17f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 10 | 34+15 land | SA3 | 1400(800) | LH | KD +29 | -39 |
- Anti-Air Invuln: 1-?f; Airborne 9-50f (Forced Knockdown state)
- Does reduced damage on later anti-air active frames
- Cancel reaction window: 22f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2,8 | 37+15 land | - | 800x2 | LH | KD +29 | -40 |
- Full Invuln: 1-9f; Airborne 8-52f (Forced Knockdown state)
- Ryu's primary invincible reversal option
As always, Shoryuken is a great anti-air special and the OD version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancellable into Lv.3 Super. All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations.
When beginning a combo with LP/MP/HP Shoryuken cancelled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead.
Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal.
I left off normals that could never be useful in this context, like doing immediate 3MK Slide after the Drive Rush. If a character has a ton of command normals or cancellable normals, a table like this might get too large. It might be worth omitting light normals that are minus on DR Cancel.
Color-coding: true blockstrings (green), short frame gaps (yellow); note that 4f gaps have a high potential for trade combos.
Ideally there would be a template to make this much more compact on the actual strategy page, and to automatically apply any colors/bold text etc depending on the value (but I'm bad at making templates)
Using Kimberly as an example:
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | 4HK | 6HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 7 | 8 | 11 | 7 | 10 | 14 | 6 | 8 | 10 | 7 | 9 | 10 | 24 | 29 |
5MP~DR | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 13 | 18 |
5HP~DR | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 11 | 16 |
5LK~DR | 4 | 5 | 8 | 4 | 7 | 11 | 3 | 5 | 7 | 4 | 6 | 7 | 21 | 26 |
5MK~DR | 0 | 0 | 2 | 0 | 1 | 5 | 0 | 0 | 1 | 0 | 0 | 1 | 15 | 20 |
2LP~DR | 7 | 8 | 11 | 7 | 10 | 14 | 6 | 8 | 10 | 7 | 9 | 10 | 24 | 29 |
2MP~DR | 0 | 1 | 4 | 0 | 3 | 7 | 0 | 1 | 3 | 0 | 2 | 3 | 17 | 22 |
2HP~DR | 0 | 0 | 1 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 14 | 19 |
5MP~HP~DR | 0 | 0 | 2 | 0 | 1 | 5 | 0 | 0 | 1 | 0 | 0 | 1 | 15 | 20 |
Make a template for this table if it's useful for the Strategy pages:
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
236K~MK (Run~Slide) |
+39 (OD: +47) (Juggle: +47) |
Great corner carry while keeping close to opponent
|
214K (Bushin Senpukyaku) |
+33/33/32/21 (L/M/H/OD) |
No midscreen oki, but can manually time corner oki
|
Lv.3 Super/CA | HKD +16 | Immediate Drive Rush can give strong oki anywhere on screen
|