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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
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| |{{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || - || Difficulty: {{clr|7|Easy}} | | | {{clr|10|236PP}}, {{clr|10|236236P}} || Corner || 2400 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} |
| | A corner-only juggle from {{clr|10|OD Hadoken}}. Two ideal starters to fish for this combo with are {{clr|7|5LK}} and {{clr|9|5HP}}, if you're willing to spend the meter. The juggle also works at a slight distance from the corner, but the opponent has to connect to the corner wall from the {{clr|10|OD Hadoken}} knockback for the {{clr|10|Super Art 1}} to reliably connect afterwards |
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| | | {{clr|10|214KK}}, {{clr|10|236236P}} || Corner || 3000 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}} |
| | Another corner-only juggle into {{clr|10|Super Art 1}}, this time from {{clr|10|OD Tatsu}}. This is relatively easy to combo into, as {{clr|10|OD Tatsu}} is comboable from Ryu's {{clr|7|Light} normals. Otherwise, this might be seen more often as the ender of a corner jump-in combo. |
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| | | ({{clr|9|214HP}} or Denjin Charged 214P), [INSERT COMBO HERE], {{clr|10|236236P}} || Anywhere || Variable || Variable || Difficulty: Variable |
| | This is not a placeholder: Ryu has numerous juggle routes following a {{clr|9|HP Hashogeki}} or Denjin Charged Hashogeki launch, and {{clr|10|Super Art 1}} can fit very neatly at the end of them, often as the only move he has that will reach. Many of these involve different numbers of {{clr|4|Parry Drive Rushes}} and are too numerous to list here. See ''Advanced/Niche Combos'' below for more info on Hashogeki juggle routes. |
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| | | Punish Counter {{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. | | Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter. |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
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| | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || - || Difficulty: {{clr|4|Medium}} | | | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|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''. | | 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''. |
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| | Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || - || Difficulty: {{clr|4|Medium}} | | | Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} |
| Another route into the level 2 charge that does a hair more damage. | | Another route into the level 2 charge that does a hair more damage. |
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| | | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}}, {{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}} || Corner || 4396 - 5386 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || Difficulty: {{clr|9|Hard}} |
| | A notable route in that {{clr|10|Super Art 2}} is used in the middle and not at the end. The crumple from Denjin Charged {{clr|10|OD Hashogeki}} allows the Super to be charged up to Level 2, putting the opponent into a rolling animation, during which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}} canceled into {{clr|9|HP Shoryuken}}. The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}. |
| |} | | |} |
| |-|SA3/CA: Shin Shoryuken= | | |-|SA3/CA: Shin Shoryuken= |
| 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. | | 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 {{clr|10|SA3}} for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's {{clr|10|Super Art 3}} |
| {| 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" |
| |+ SA3 Combo Routes | | |+ SA3 Combo Routes |
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| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Damage !! Drive Usage !! Notes |
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| | 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}} | | | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} || Midscreen || 3980 - 4580 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} |
| | A key point of Ryu's {{clr|10|Super Art 3}} cancels are that the opponent cannot be juggled too high at the point of the cancel or else the Super will whiff entirely as the opponent stays stubbornly ''above'' Ryu. In this case, if Ryu performs the {{clr|9|HP Shoryuken}} ''too early'' after the {{clr|10|OD Donkey Kick}}, then the Super will whiff beneath the juggled opponent. The {{clr|9|HP Shoryuken}} must be performed as late as possible before the opponent hits the ground so that the {{clr|10|Super Art 3}} cancel is guaranteed to connect. |
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| | | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} || Anywhere || 4179 - 4791 || {{drive sf6}}{{drive sf6}}{{drive sf6}}|| Difficulty: {{clr|8|Medium}} |
| | A simple DRC route into {{clr|10|Super Art 3}}, using {{clr|9|HK Donkey Kick}} as the cancel point. {{clr|9|HK Donkey Kick}} is not always the most reliable cancel, depending on how it hits the opponent: if the opponent is already juggled at midscreen or is hit near the tip of the move rather than close to Ryu's body, there is a chance they may fall out and {{clr|10|Super Art 3}} will whiff. Upon grounded connects such as this however, it can be relied upon to connect. The two starters used to test damage here are {{clr|8|2MK}} and {{clr|9|5HP}}. |
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| | | 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 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || 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}}. | | 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}}. |
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| | {{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}} | | | {{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 || {{drive sf6}}x6 || 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}}. | | 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}}. |
| |} | | |} |