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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} || Anywhere || 1270/1690 || - || Difficulty: {{clr|10|Very Easy}} | | | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}} / {{clr|9|623HP}} || Anywhere || 1270 / 1690 || - || Difficulty: {{clr|10|Very Easy}} |
| Your basic light confirm. | | Your basic light confirm. |
| |- | | |- |
| | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || - || Difficulty: {{clr|10|Very Easy}} | | | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || - || Difficulty: {{clr|10|Very Easy}} |
| 5LP does not combo into Medium Tatsu from cancel, but 2LP has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from Medium Tatsu. | | {{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} from cancel, but {{clr|7|2LP}} has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from {{clr|8|MK Tatsu}}. |
| |- | | |- |
| | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} || Corner || 2250 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}} | | | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} || Corner || 2250 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}} |
| An OD extension from the same basic light confirm vs a cornered opponent. OD Tatsumaki also allows extensions with a linked Parry Drive Rush (see ''Drive Rush Combos'' below). | | An {{clr|10|OD}} extension from the same basic {{clr|7|Light}} confirm vs a cornered opponent. {{clr|10|OD Tatsu}} also allows extensions with a linked {{clr|4|Parry Drive Rush}} (see ''Drive Rush Combos'' below). |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
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| | CH {{clr|7|2LP/5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} || Anywhere || 1430 || - || Difficulty: {{clr|7|Easy}} | | | CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} || Anywhere || 1430 || - || Difficulty: {{clr|7|Easy}} |
| Counter-hit 2LP/5LP allows a link into 5LK, which combos into LK Donkey Kick: the knockback from this allows Ryu some space with which to stock a Denjin Charge (at -17, this Denjin Charge setup can be situationally punished by certain characters, e.g. Cammy with Super 3 stocked). LK Donkey Kick is punishable on block (-11), so this ender must be confirmed from the counter-hit link into 5LK. | | Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} allows a link into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockback from this allows Ryu some space with which to stock a Denjin Charge (at -17, this Denjin Charge setup can be situationally punished by certain characters, e.g. Cammy with {{clr|10|Super 3}} stocked). {{clr|7|LK Donkey Kick}} is punishable on block (-11), so this ender must be confirmed from the counter-hit link into {{clr|7|5LK}}. |
| |- | | |- |
| | CH {{clr|7|2LP/5LP}}, {{clr|8|2MP/5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere/Midscreen || 1780/2380 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}} | | | CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} / {{clr|8|5MP}} > {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 1780 / 2380 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}} |
| Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP is slightly longer and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled from 2MP/5MP. A useful counter-hit to fish for in close-range scrambles. The knockback from MK Donkey Kick allows for another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's Super 3, but only just). | | 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}}/{{clr|8|5MP}}. 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). |
| |- | | |- |
| | CH {{clr|7|2LP/5LP}}, {{clr|8|2MP}} > Denjin 214P, {{clr|8|214MK/236MK}}/{{clr|9|623HP}} || Anywhere/Corner || 2170/2310/2520 || - || Difficulty: {{clr|7|Easy}} | | | CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} > Denjin 214P, {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere / Corner || 2170 / 2310 / 2520 || - || Difficulty: {{clr|7|Easy}} |
| A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium punch. All of Ryu's specials can be combo'd after a DC Hasho launch without the aid of Drive Rush, but the three listed here (M Tatsu, M Donkey Kick and corner-only H Shoryuken) represent the most useful and damaging options. | | A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from {{clr|7|Light}} normals: with a counter-hit {{clr|7|2LP}}/{{clr|7|5LP}}, it is possible to route into DC Hasho via a linked {{clr|8|Medium Punch}}. All of Ryu's specials can be combo'd after a DC Hasho launch without the aid of {{clr|4|Parry Drive Rush}}, but the three listed here ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options. |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere/Midscreen || 1690/1930/2290 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 1690 / 1930 / 2290 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} |
| Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or ''slightly farther than'' close-range at ''variable'' frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special ''Shiku-Sen'' and Blanka's non-OD ''Aerial Rolling Attack'': both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical. | | Punish Counter allows {{clr|7|2LP}}/{{clr|7|5LP}} to link into the 8-frame startup {{clr|8|2MK}}. This is most useful as a punish vs moves that leave the opponent at or ''slightly farther than'' close-range at ''variable'' frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from {{clr|7|5LP}} (which has greater range than {{clr|7|2LP}}) very practical. |
| |- | | |- |
| | PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} || Anywhere || 1170/2060/2880 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}}/{{clr|9|Hard}} | | | PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} || Anywhere || 1170 / 2060 / 2880 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} / {{clr|9|Hard}} |
| Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's Specials. This is most useful as a punish vs moves that leave the opponent ''farther than 2LP/5LP distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Palm (which can be safe if spaced but is usually -5 or -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up. | | 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. |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere || 1220 / 1380 / 1980 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}}/{{clr|7|Easy}} | | | {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere || 1220 / 1380 / 1980 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|10|Very Easy}} / {{clr|7|Easy}} |
| Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. Medium Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Medium Tatsu has great corner carry. Note that any instance of Medium Tatsu from here on out can be swapped with Heavy Tatsu for slightly more damage and a side swap, and OD Donkey Kick can buff up the damage significantly. | | Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. |
| |- | | |- |
| | {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || - || Difficulty: {{clr|10|Very Easy}} | | | {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || - || Difficulty: {{clr|10|Very Easy}} |
| This is a consistent combo that works when you aren't ''right'' next to the opponent. 5MP has enough frame advantage on hit to link a 2MP afterwards. | | This is a consistent combo that works when you aren't ''right'' next to the opponent. {{clr|8|5MP}} has enough frame advantage on hit to link a {{clr|8|2MP}} afterwards. |
| |- | | |- |
| | {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} || Anywhere || 2440 / 2520 || - || Difficulty: {{clr|10|Very Easy}} | | | {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} || Anywhere || 2440 / 2520 || - || Difficulty: {{clr|10|Very Easy}} |
| You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up J.MK, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into Heavy Donkey Kick. | | You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into {{clr|9|HK Donkey Kick}}. |
| |- | | |- |
| | {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} || Corner || 3210 || {{clr|7|Easy}} || This is your highest damage meterless combo without a jump-in PERIOD. | | | {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} || Corner || 3210 || {{clr|7|Easy}} || This is your highest damage meterless combo without a jump-in PERIOD. |
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| | CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} || Anywhere || 1620 || - || Difficulty: {{clr|7|Easy}} | | | CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} || Anywhere || 1620 || - || Difficulty: {{clr|7|Easy}} |
| Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty St.HP in this instance. | | Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty {{clr|9|5HP}} in this instance. |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 2120 / 2280 / 2520 || - || Difficulty: {{clr|7|Easy}} | | | {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 2120 / 2280 / 2520 || - || Difficulty: {{clr|7|Easy}} |
| A meterless link from Ryu's 5HK: this is unlikely to be landed in neutral due to {{clr|9|5HK}} whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see ''Drive Impact and Stun Combos''). | | A meterless link from Ryu's {{clr|9|5HK}}: this is unlikely to be landed in neutral due to {{clr|9|5HK}} whiffing on crouching characters, but is guaranteed following a Drive Impact crumple (see ''Drive Impact and Stun Combos''). |
| |- | | |- |
| | {{clr|9|5HP}} > any special, super, Drive Rush cancel, etc. || Anywhere || Variable || Variable || Difficulty: {{clr|9|Hard}} | | | {{clr|9|5HP}} > any special, super, Drive Rush cancel, etc. || Anywhere || Variable || Variable || Difficulty: {{clr|9|Hard}} |
| What's going on here? The purpose of this "combo" is that 5HP is a viable ''one-hit-confirm''; the cancel window is extended beyond the connecting frame and gives enough time to visually confirm if the opponent blocked or was hit before following through. It is a very common feature of high-level Ryu play to fish for stray hits with {{clr|9|5HP}} and confirm into a high-damage combo. | | What's going on here? The purpose of this "combo" is that {{clr|9|5HP}} is a viable ''one-hit-confirm''; the cancel window is extended beyond the connecting frame and gives enough time to visually confirm if the opponent blocked or was hit before following through. It is a very common feature of high-level Ryu play to fish for stray hits with {{clr|9|5HP}} and confirm into a high-damage combo. |
| |- | | |- |
| | {{clr|9|6HK}} > {{clr|10|214KK}} || Anywhere || 2300 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}} | | | {{clr|9|6HK}} > {{clr|10|214KK}} || Anywhere || 2300 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}} |
| Another one-hit-confirm? The same logic as with Ryu's 5HP confirm applies here, with the difference that 6HK can only be canceled into OD Aerial Tatsu. | | Another one-hit-confirm? The same logic as with Ryu's {{clr|9|5HP}} confirm applies here, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}. |
| |- | | |- |
| | {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || - || Difficulty: {{clr|10|Very Easy}} | | | {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || - || Difficulty: {{clr|10|Very Easy}} |
| Solar Plexus Strike ({{clr|9|6HP}}) allows a link into 2MP. Heavy Shoryuken is your highest damage meterless combo ender from this link. Tatsu gives you corner carry and oki. | | Solar Plexus Strike ({{clr|9|6HP}}) allows a link into {{clr|8|2MP}}. {{clr|9|HP Shoryuken}} is your highest damage meterless combo ender from this link. {{clr|8|MK Tatsu}} gives you corner carry and oki. |
| |- | | |- |
| | {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || - || Difficulty: {{clr|7|Easy}} | | | {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || - || Difficulty: {{clr|7|Easy}} |
| Light Donkey Kick gives you space to pop Denjin. This Medium Tatsu ender does do more damage compared to the above, but the oki is worsened midscreen as a you can only dash forward and jab if they back rise.
| | {{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only dash forward and {{clr|9|Jab}} if they Back-Rise. |
| |- | | |- |
| | ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3. | | | ({{clr|9|6HP}}, {{clr|8|5MP}}) / ({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}. |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3433 || {{drive SF6}} || Difficulty: {{clr|8|Medium}} | | | PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3433 || {{drive sf6}} || Difficulty: {{clr|8|Medium}} |
| A preview of the combos containing Parry Drive Rush links (see ''Drive Rush Combos''): on Punish Counter, HK Donkey Kick puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and Drive Rush-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). | | A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and Drive Rush-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). |
| |- | | |- |
| | PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 3000 / 3360 || - / {{drive sf6}} || Difficulty: {{clr|7|Easy}} | | | PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere / Midscreen || 3000 / 3360 || - / {{drive sf6}} || Difficulty: {{clr|7|Easy}} |
| An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged OD Hashogeki. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below) but it puts Ryu closer to the opponent for the 2HP connect, and for the purposes of OD Donkey Kick it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable. | | An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable. |
| |- | | |- |
| |{{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 3690 || {{clr|4|Medium}} || Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent. | | |{{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 3690 || {{clr|4|Medium}} || Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent. |