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| 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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| | | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || |
| | It isn't the most useful trade but it is out''standingly'' hilarious. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). |
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