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| <tabber> | | <tabber> |
| |-|SA1: Shinkuu Hadoken= | | |-|SA1: Shinkuu 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. |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ SA1 Combo Routes | | |+ SA1 Combo Routes |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| |{{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || {{clr|7|Easy}} || Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter. | | |{{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || - || Difficulty: {{clr|7|Easy}} |
| | Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter. |
| |} | | |} |
| |-|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}}. |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ SA2 Combo Routes | | |+ SA2 Combo Routes |
| |- | | |- |
| | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
| | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage. | | | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || - || Difficulty: {{clr|4|Medium}} |
| | Your basic route into {{clr|10|Super Art 2}}. You can charge it to level 2 if you release ''as soon as it hits the second level of charge''. |
| | |- |
| | | Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || - || Difficulty: {{clr|4|Medium}} |
| | Another route into the level 2 charge that does a hair more damage. |
| |} | | |} |
| |-|SA3/CA: Shin Shoryuken= | | |-|SA3/CA: Shin Shoryuken= |
| Ryu's Super Art 3, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery. | | Ryu's {{clr|10|Super Art 3}}, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into SA3 for massive damage and some Drive Gauge recovery. |
| {| class="wikitable" style="margin:auto" | | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ SA3 Combo Routes | | |+ SA3 Combo Routes |
| |- | | |- |
| ! Combo !! Position !! Damage !! Difficulty !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | 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}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3. | | | 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}} || Corner || 4505-5541 || - || Difficulty: {{clr|9|Hard}} |
| | A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after {{clr|9|HK Donkey Kick}}, and a tight cancel from {{clr|7|LP Shoryuken}} into {{clr|10|Super Art 3}}. |
| |- | | |- |
| | {{clr|9|jHP}}/{{clr|9|jHK}}, {{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}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3. | | | {{clr|9|jHP}}/{{clr|9|jHK}}, {{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}} || Corner || 6145 || - || Difficulty: {{clr|9|Hard}} |
| | This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and put in a {{clr|9|HP Shoryuken}} to {{clr|10|Super Art 3}}. |
| |} | | |} |
| </tabber> | | </tabber> |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other. | | | {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{drive sf6}} || Difficulty: {{clr|4|Medium}} |
| | This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other. |
| |- | | |- |
| | Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. | | | Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{drive sf6}} || Difficulty: {{clr|4|Medium}} |
| | Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. |
| |} | | |} |
| |-|Drive Rush Cancel= | | |-|Drive Rush Cancel= |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
| |- | | |- |
| | {{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}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender. | | | {{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}} || Anywhere || 5796 || {{drive sf6}}x6 || Difficulty: {{clr|7|Easy}} |
| | Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender. |
| |- | | |- |
| |{{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}} || Corner || 6425 || {{clr|4|Medium}} || A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 241 less damage. | | |{{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}} || Corner || 6425 || {{drive sf6}}x6 || Difficulty: {{clr|4|Medium}} |
| | A punish combo that works will with spacing traps and is an easier way to punish DPs that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 241 less damage. |
| |- | | |- |
| |{{clr|9|236HK}} > {{clr|4|PDR}} > {{clr|9|4HP}} > dj.{{clr|9|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}} || Corner || 6442/6724 || {{clr|9|Hard}} || 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. | | |{{clr|9|236HK}} > {{clr|4|PDR}} > {{clr|9|4HP}} > dj.{{clr|9|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}} || Corner || 6442/6724 || {{drive sf6}}x6 || Difficulty: {{clr|9|Hard}} |
| | 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. |
| |} | | |} |
| </tabber> | | </tabber> |
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| </tabber> | | </tabber> |
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| == RYU'S COMBO THEORY ==
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| <tabber>
| |
| |-|Oki or Denjin Charge=
| |
| |-|Utilising Denjin Hasogeki=
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| </tabber>
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| {{Character Subnav SF6 | chara=Ryu }} | | {{Character Subnav SF6 | chara=Ryu }} |