|
|
Line 13: |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1270/1690 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 44: |
Line 44: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1430 |
Line 53: |
Line 53: |
| |}} | | |}} |
| {{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 = 1780/2380 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
Line 62: |
Line 62: |
| |}} | | |}} |
| {{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 = 2170/2310/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 75: |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1690/1930/2290 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
Line 84: |
Line 84: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = 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}} | | | 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 = 1170/2060/2880 |
| | 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 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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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1220/1380/1980 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} / {{clr|7|Easy}} | | | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} |
| | Notes = 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. | | | Notes = 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. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1920/2080/2320 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 116: |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} | | | Combo = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2440 / 2520 | | | Damage = 2440/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1940/2100/2700 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} | | | Combo = CH {{clr|8|5MP}}, {{clr|9|2HK}}, ''dash'', meaty {{clr|9|5HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1620 | | | Damage = 1620 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 2120/2280/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = {{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|7|Jab}} if they Back-Rise. | | | Notes = {{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 forward dash and {{clr|7|Jab}} if they Back-Rise. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 2600/2980 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = 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}}. | | | Notes = 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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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 2510/3170 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HK}}, dash forward, {{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 = 3000/3360 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = 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, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) 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. | | | Notes = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC {{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 forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) 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. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ( {{clr|9|214HP}} OR Denjin Charged 214P OR Counter-Hit {{clr|7|214LP}}/{{clr|8|214MP}} ), {{clr|10|236236P}} | | | Combo = ( {{clr|9|214HP}} OR ''Denjin'' 214P OR Counter-Hit {{clr|7|214LP}}/{{clr|8|214MP}} ), {{clr|10|236236P}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = Variable | | | Damage = Variable |
Line 301: |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}} | | | Combo = PC {{clr|9|236HK}} > {{clr|10|236236P}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3560 | | | Damage = 3560 |
Line 334: |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}}, {{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4396 - 5386 | | | Damage = 4396 - 5386 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1920/2080/2320 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 404: |
Line 404: |
| |}} | | |}} |
| {{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|7|236LK}}/{{clr|8|214MK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1440 / 1370 | | | Damage = 1440/1370 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 - 2850 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}x3 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
Line 436: |
Line 436: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact 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}} | | | 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}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5539 / 6235 | | | Damage = 5539/6235 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after Punish Counter {{clr|9|5HK}} or Punish Counter Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu. | | | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC {{clr|9|5HK}} or PC Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact 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}} | | | 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}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5438 / 6116 | | | Damage = 5438/6116 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
Line 454: |
Line 454: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact 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 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
Line 463: |
Line 463: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter {{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 = 6442/6724 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2870 (inclusive of Drive Impact hit) | | | Damage = 2870 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. | | | Notes = The highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2860 (inclusive of Drive Impact hit | | | Damage = 2860 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. | | | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into ''Denjin'' Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = PC Drive Impact, ''dash'', {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3000 (inclusive of Drive Impact hit) | | | Damage = 3000 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|8|214MP}}, {{clr|7|623LP}} | | | Combo = PC Drive ImpactI, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MP}}, {{clr|7|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3340 (inclusive of Drive Impact hit) | | | Damage = 3340 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3312 (inclusive of Drive Impact hit) | | | Damage = 3312 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{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 (inclusive of Drive Impact hit) | | | Damage = 3590 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, dash forward, {{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|8|214MP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3770 (inclusive of Drive Impact hit} | | | Damage = 3770 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Wall Splat, {{clr|9|5HP}} > Denjin Charged 214P, forward jump, {{clr|8|j.MP}} (2nd hit) > ( Aerial Tatsumaki / {{clr|10|OD Aerial Tatsumaki}}, {{clr|10|Super 1}} or {{clr|10|3}} ) | | | Combo = Wall Splat, {{clr|9|5HP}} > ''Denjin'' 214P, {{clr|8|j.MP}} (2nd hit) > ( 214K/{{clr|10|214KK}}, {{clr|10|Super 1}} or {{clr|10|3}} ) |
| | Position = Corner | | | Position = Corner |
| | Damage = 2232 / 3288 / 4568 | | | Damage = 2232/3288/4568 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 1 / 3 | | | Super = 1/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as {{clr|7|LP Shoryuken}} will not combo after {{clr|9|HK Donkey Kick}} following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost | | | Notes = Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} | | | Combo = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 2730 | | | Damage = 2730 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}}, {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}} | | | Combo = ''DC'', {{clr|9|j.HP}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|SA3}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5010 | | | Damage = 5010 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}x2 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}}, {{clr|4|Parry Drive Rush}}, {{clr|8|5MP}} > Denjin Charged 214P, forward jump, {{clr|8|j.MP}} (2nd hit) > {{clr|10|214KK}}, {{clr|10|Super Art 1}} or {{clr|10|3}} | | | Combo = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > ''Denjin'' 214P, {{clr|8|j.MP}} (2nd hit) > {{clr|10|214KK}}, {{clr|10|SA1}} or {{clr|10|3}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3512 / 4912 | | | Damage = 3512/4912 |
| | Drive = {{drive sf6}}x5 | | | Drive = {{drive sf6}}x5 |
| | Super = 1 / 3 | | | Super = 1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available. | | | Notes = An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HP}} > Denjin Charged {{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|Super Art 3}} | | | 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 = 5298 |
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| == ADVANCED/NICHE COMBOS == | | == ADVANCED/NICHE COMBOS == |
| <tabber> | | <tabber> |
| |-|Meaty Combos w/ Framekills= | | |-|Meaty Combos w/Framekills= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Meaty Combos w/ Framekills | | | Title = Meaty Combos w/Framekills |
| | Oneliner = Unique combos from oki setups | | | Oneliner = Unique combos from oki setups |
| | Difficulty = | | | Difficulty = |
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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 forward, 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 || +7 || +9 || +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 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. |
| |- | | |- |
| | ''{{clr|9|2HK}}'', {{clr|4|Parry Drive Rush}}, {{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 || +7 || +9 || +2 || 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 +5 on block, allowing frametraps with {{clr|8|Mediums}}, but is not that rewarding relative to the overhead/low/bait mixup'' |
| |- | | |- |
| | ''Punish Counter {{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 || +6 || +8/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}}. |
| |- | | |- |
| | ''Punish Counter {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a Punish Counter sweep. | | | ''PC {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a PC sweep. |
| 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}}. |
| |- | | |- |
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| 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. |
| |- | | |- |
| | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.) / +6 || +17 (throw adv.) / +8 || +17 (throw adv.) / +1 || A corner-only setup for meaty throw/safejab. | | | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.)/+6 || +17 (throw adv.)/+8 || +17 (throw adv.)/+1 || A corner-only setup for meaty throw/safejab. |
| A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit. | | A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit. |
| |- | | |- |
| | ''{{clr|10|Super Art 1}}'' OR ''Denjin Charged {{clr|10|Super Art 1}}'', dash forward, meaty {{clr|8|5MP}} || Corner || +9 / +10 || +11 / +12 || +1 / +2 || A corner-only setup following a {{clr|10|Super Art 1}} connect | | | ''{{clr|10|SA1}}'' OR ''Denjin {{clr|10|SA1}}'', ''dash'', meaty {{clr|8|5MP}} || Corner || +9/+10 || +11/+12 || +1/+2 || A corner-only setup following a {{clr|10|Super Art 1}} connect |
| This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''. | | This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''. |
| |} | | |} |
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| |-|Trade Combos= | | |-|Trade Combos= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Trade Combos w/ Setups | | | Title = Trade Combos w/Setups |
| | Oneliner = Capitalising off favourable trades | | | Oneliner = Capitalising off favourable trades |
| | Difficulty = | | | Difficulty = |
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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|Parry Drive Rush}}, 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 || +17/+13 || {{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}}). |
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| # Counter-Hit {{clr|7|Light}} | | # Counter-Hit {{clr|7|Light}} |
| # Counter-Hit {{clr|8|Medium}} Hashogeki | | # Counter-Hit {{clr|8|Medium}} Hashogeki |
| Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from Punish Counter or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. | | Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. |
| The following is a list of possible follow-ups sorted according to the type of launch. | | The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' |
| }} | | }} |
| {{SF6-ComboTable | | {{SF6-ComboTable |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', ( {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|4|Parry Drive Rush}}, {{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 = 1700/1900/2487 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{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 = (from {{clr|7|214LP}}) 1962 / 2098 / 2840 | | | Damage = 1962/2098/2840 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 / 1 | | | Super = 0/1 |
| | Difficulty = {{clr|8|Medium}} / {{clr|7|Easy}} | | | Difficulty = {{clr|8|Medium}}/{{clr|7|Easy}} |
| | Notes = LAUNCH TYPE: #3, #4 - | | | Notes = LAUNCH TYPE: #3, #4 - |
| Counter Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type. | | Counter Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{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|8|236HK}} ( > {{clr|10|236236K}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4791 | | | Damage = 4791 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x4 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = LAUNCH TYPE: #1, #2 - | | | Notes = LAUNCH TYPE: #1, #2 - |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4661 | | | Damage = 4661 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{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 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 3 | | | Super = 3 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner / Near-Corner | | | Position = Corner/Near-Corner |
| | Damage = 2850 / 4850 | | | Damage = 2850/4850 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 3 | | | Super = 3 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''delay'' {{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 = 3200/5200 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x4 |
| | Super = 3 | | | Super = 3 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 = 1740/2340/(2720/3500/4800) |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 1 / 3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|7|Easy}} / {{clr|8|Medium}} | | | Difficulty = {{clr|7|Easy}}/{{clr|8|Medium}} |
| | Notes = | | | Notes = |
| By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air {{clr|8|j.MP}}. By itself, this does decent anti-air damage, but buffing the ender with {{clr|10|OD Aerial Tatsu}} or extending it in the corner with {{clr|10|Super Art 1}} provides excellent value for meter. | | By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air {{clr|8|j.MP}}. By itself, this does decent anti-air damage, but buffing the ender with {{clr|10|OD Aerial Tatsu}} or extending it in the corner with {{clr|10|Super Art 1}} provides excellent value for meter. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | 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 w/ best timing / 4700 | | | Damage = 2240/4700 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. | | | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. |
| |}} | | |}} |
| {{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|Super Art 3}} | | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2260 / 2600 / 4500 | | | Damage = 2260/2600/4500 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Hard}} | | | Difficulty = {{clr|8|Hard}} |
| | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. | | | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}} / {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) | | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) |
| | Position = Corner | | | Position = Corner |
| | Damage = 3700 / 4800 / 4680 | | | Damage = 3700/4800/4680 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 1 / 3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. | | | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |