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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
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| | ''NOTE: As of the most recent balance patch (22/05/2024), Ryu's damage and combo potential has changed significantly. The following combos, all valid as of the 27/02/2024 balance patch that preceded major edits to this section, are all still viable. However, they may no longer be optimal.'' |
| | ''As of 23/05/2024, all damage values in this section have been retested and updated to match the new values from the most recent patch. All references to frame advantage/disadvantage have been updated in kind.'' |
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| == BASIC COMBOS == | | == BASIC COMBOS == |
| <tabber> | | <tabber> |
| |-|Light Starter= | | |-|Light Starter= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Normal Hit | | | Header = Normal Hit |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} |
| | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}} / {{clr|9|623HP}} || Anywhere || 1270 / 1690 || - || Difficulty: {{clr|10|Very Easy}} | | | Position = Anywhere |
| Your basic light confirm. | | | Damage = 1190/1490 |
| |- | | | Drive = 0 |
| | {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} || Anywhere || 1340 || - || Difficulty: {{clr|10|Very Easy}} | | | Super = 0 |
| {{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}}. | | | Difficulty = {{clr|10|Very Easy}} |
| |- | | | Notes = Your basic light confirm. |
| | {{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 {{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). | | {{SF6-ComboTableItem |
| |} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} |
| | | | Position = Anywhere |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | | Damage = 1250 |
| |+ Counter Hit | | | Drive = 0 |
| |- | | | Super = 0 |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | | Difficulty = {{clr|10|Very Easy}} |
| |-
| | | Notes = {{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}}. |
| | CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} || Anywhere || 1430 || - || Difficulty: {{clr|7|Easy}} | | |}} |
| 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}}. | | {{SF6-ComboTableItem |
| |- | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} |
| | 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}} | | | Position = Corner |
| 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). | | | Damage = 1950 |
| |- | | | Drive = {{drive sf6}}{{drive sf6}} |
| | 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}} | | | Super = 0 |
| 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. | | | Difficulty = {{clr|10|Very Easy}} |
| |} | | | Notes = 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). |
| | | |}} |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | }} |
| |+ Punish Counter | | {{SF6-ComboTable |
| |- | | | Header = Counter Hit |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | | Items = |
| |-
| | {{SF6-ComboTableItem |
| | 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}}
| | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} |
| 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. | | | Position = Anywhere |
| |- | | | Damage = 1370 |
| | 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}} | | | Drive = 0 |
| 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. | | | Super = 0 |
| |} | | | Difficulty = {{clr|7|Easy}} |
| | | | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockdown from this is +42, allowing Ryu to perform a safe jump. {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. |
| | |}} |
| | {{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}}) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1680/2170 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = 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}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for a Denjin Charge setup (at -12, this setup is punishable by Cammy's {{clr|10|Super 3}}, but only just). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 2000/2120/2240 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = 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 the launch without the aid of {{clr|4|Parry Drive Rush}}, but the three here ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1600/1740/2090 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 1160/1910/2400 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | 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 LP/MP Swagger Step (which can be safe if spaced but are both -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. |
| | |}} |
| | }} |
| |-|Medium Starter= | | |-|Medium Starter= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Normal Hit | | | Header = Normal Hit |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | {{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}} | | | Position = Anywhere |
| 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. | | | Damage = 1300/1460/2400 |
| |- | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 1920 / 2080 / 2320 || - || Difficulty: {{clr|10|Very Easy}} | | | Super = 0 |
| 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. | | | 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. |
| | {{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 {{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}}. | | {{SF6-ComboTableItem |
| |- | | | Combo = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | {{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. | | | Position = Anywhere |
| |} | | | Damage = 2000/2160/2320 |
| | | | Drive = 0 |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | | Super = 0 |
| |+ Counter Hit | | | Difficulty = {{clr|10|Very Easy}} |
| |- | | | Notes = 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. |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | |}} |
| |-
| | {{SF6-ComboTableItem |
| | CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) || Anywhere || 1940 / 2100 / 2700 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}} | | | Combo = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
| This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo once the counter-hit is confirmed. | | | Position = Anywhere |
| |- | | | Damage = 2440/2520 |
| | CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} || Anywhere || 1620 || - || Difficulty: {{clr|7|Easy}} | | | Drive = 0 |
| 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. See ''Advanced/Niche Combos'' below for more meaty setups and possible combos. | | | Super = 0 |
| |} | | | Difficulty = {{clr|10|Very Easy}} |
| | | | Notes = 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}}. |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | |}} |
| |+ Punish Counter | | {{SF6-ComboTableItem |
| |- | | | Combo = {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}} |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | | Position = Corner |
| |-
| | | Damage = 3210 |
| | PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} || Anywhere || 2400 || - || Difficulty: {{clr|7|Easy}} | | | Drive = 0 |
| TBD | | | Super = 0 |
| |} | | | Difficulty = {{clr|7|Easy}} |
| | | | Notes = This is your highest damage meterless combo without a jump-in PERIOD. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | | Position = Anywhere |
| | | Damage = 2020/2180/2770 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo once the counter-hit is confirmed. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|8|5MP}}, {{clr|9|2HK}}, ''dash'', meaty {{clr|9|5HP}} |
| | | Position = Anywhere |
| | | Damage = 1620 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = 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. See ''Advanced/Niche Combos'' below for more meaty setups and possible combos. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} |
| | | Position = Anywhere |
| | | Damage = 2480 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = TBD |
| | |}} |
| | }} |
| |-|Heavy Starter= | | |-|Heavy Starter= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Normal Hit | | | Header = Normal Hit |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} || Anywhere || 2120 / 2280 / 2520 || - || Difficulty: {{clr|7|Easy}} | | | Position = Anywhere |
| 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''). | | | Damage = 2200/2360/2520 |
| |- | | | Drive = 0 |
| | {{clr|9|5HP}} > any special, super, Drive Rush cancel, etc. || Anywhere || Variable || Variable || Difficulty: {{clr|9|Hard}} | | | Super = 0 |
| 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.
| | | Difficulty = {{clr|7|Easy}} |
| |- | | | Notes = 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|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 {{clr|9|5HP}} confirm applies here, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}.
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|9|6HK}} > {{clr|10|214KK}} |
| | {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} || Anywhere || 1910/2260 || - || Difficulty: {{clr|10|Very Easy}}
| | | Position = Anywhere |
| 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.
| | | Damage = 2300 |
| |-
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} || Anywhere || 2030/2090 || - || Difficulty: {{clr|7|Easy}} | | | Super = 0 |
| {{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. | | | Difficulty = {{clr|9|Hard}} |
| |- | | | Notes = This is a viable one-hit confirm, similar to Ryu's {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}. |
| | ({{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}}. | | |}} |
| |} | | {{SF6-ComboTableItem |
| | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| | | Position = Anywhere |
| |+ Counter Hit | | | Damage = 2200/2520 |
| |- | | | Drive = 0 |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | | Super = 0 |
| |- | | | Difficulty = {{clr|10|Very Easy}} |
| | CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) || Anywhere / Corner || 2510 / 3170 || - || Difficulty: {{clr|7|Easy}}
| | | Notes = 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. |
| If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage.
| | |}} |
| |} | | {{SF6-ComboTableItem |
| | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | | Position = Anywhere |
| |+ Punish Counter | | | Damage = 2340/2410 |
| |- | | | Drive = 0 |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | | Super = 0 |
| |- | | | Difficulty = {{clr|7|Easy}} |
| | PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3433 || {{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | 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. |
| 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 {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total).
| | |}} |
| |- | | {{SF6-ComboTableItem |
| | 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}} | | | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} |
| 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.
| | | Position = Midscreen |
| |-
| | | Damage = 3070 |
| |{{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.
| | | Drive = 0 |
| |} | | | Super = 0/3 |
| | | 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}}. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 2800/3570 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 3610 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = 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 {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|5HK}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 3000/3430 |
| | | Drive = 0/{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | 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 |
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} |
| | | Position = Corner |
| | | Damage = 3690 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|4|Medium}} |
| | | Notes = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent. |
| | |}} |
| | }} |
| </tabber> | | </tabber> |
|
| |
|
| == SUPER ART COMBO ROUTES == | | == SUPER ART COMBO ROUTES == |
| <tabber> | | <tabber> |
| |-|SA1: Shinkuu Hadoken= | | |-|SA1: Shinkuu/Denjin 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. | | Ryu's {{clr|10|Super Art 1}}, ''Shinkuu/Denjin 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. ''NOTE: with Denjin Charge,'' Shinkuu Hadoken ''becomes'' Denjin Hadoken ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shinkuu Hadoken ''.'' |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ SA1 Combo Routes | | | Header = SA1 Combo Routes |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|10|236PP}}, {{clr|10|236236P}} |
| | {{clr|10|236PP}}, {{clr|10|236236P}} || Corner || 2400 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | Position = Corner |
| 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 | | | Damage = 2400 |
| |- | | | Drive = {{drive sf6}}{{drive sf6}} |
| | {{clr|10|214KK}}, {{clr|10|236236P}} || Corner || 3000 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|7|Easy}} | | | Super = 1 |
| 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. | | | Difficulty = {{clr|8|Medium}} |
| |- | | | Notes = 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 |
| | ({{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.
| | {{SF6-ComboTableItem |
| |- | | | Combo = {{clr|10|214KK}}, {{clr|10|236236P}} |
| | Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}} || Anywhere || 3560 || - || Difficulty: {{clr|7|Easy}} | | | Position = Corner |
| Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter. | | | Damage = 3000 |
| |} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 1 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = 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. |
| | |}} |
| | |
| | {{SF6-ComboTableItem |
| | | Combo = ( {{clr|9|214HP}} OR ''Denjin'' 214P OR Counter-Hit {{clr|7|214LP}}/{{clr|8|214MP}} ), {{clr|10|236236P}} |
| | | Position = Anywhere |
| | | Damage = Variable |
| | | Drive = Variable |
| | | Super = Variable |
| | | Difficulty = Variable |
| | | Notes = Ryu has numerous juggle routes following a Hashogeki launch, and {{clr|10|Super Art 1}} can fit very neatly at the end of them, occasionally 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|236HK}} > {{clr|10|236236P}} |
| | | Position = Anywhere |
| | | Damage = 3560 |
| | | Drive = 0 |
| | | Super = 1 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = 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}}. | | 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}}. ''NOTE: with Denjin Charge,'' Shin Hashogeki ''becomes'' Denjin Hashogeki ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shin Hashogeki ''.'' |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ SA2 Combo Routes | | | Header = SA2 Combo Routes |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} |
| | 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}} | | | Position = Anywhere |
| 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''. | | | Damage = 2900-3800 |
| |- | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | Super = 2 |
| Another route into the level 2 charge that does a hair more damage. | | | Difficulty = {{clr|8|Medium}} |
| |- | | | Notes = 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''. |
| | 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, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | {{SF6-ComboTableItem |
| |} | | | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} |
| | | Position = Midscreen |
| | | Damage = 3090-3990 |
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 2 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Another route into the level 2 charge that does a hair more damage. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 4236 - 5136 |
| | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | | Super = 2 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = 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, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''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 {{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}} | | 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" | | {{SF6-ComboTable |
| |+ SA3 Combo Routes | | | Header = SA3 Combo Routes |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} |
| | 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}} | | | Position = Midscreen |
| 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. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | | Damage = 4050 - 4950 |
| |- | | | Drive = {{drive sf6}}{{drive sf6}} |
| | 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}} | | | Super = 3 |
| 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 were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | | Difficulty = {{clr|8|Medium}} |
| |- | | | Notes = 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. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. |
| | 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}}. | | {{SF6-ComboTableItem |
| |- | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} |
| | {{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}} | | | Position = Anywhere |
| 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}}. | | | Damage = 4179 - 5079 |
| |} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = 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 were {{clr|8|2MK}} and {{clr|9|5HP}}''. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = 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}} |
| | | Position = Corner |
| | | Damage = 4641 - 5541 |
| | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = 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}}. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{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}} |
| | | Position = Corner |
| | | Damage = 6145 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = 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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| <tabber> | | <tabber> |
| |-|Parry Drive Rush= | | |-|Parry Drive Rush= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Parry Drive Rush, starters and combo links | | | Header = Parry Drive Rush Routes |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{SF6-ComboTableItem |
| |-
| | | Combo = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | {{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|8|Medium}} | | | Position = Anywhere |
| This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +1, so Ryu is not only safe but can continue to pressure. | | | Damage = 2000/2160/2320 |
| |- | | | Drive = {{drive sf6}} |
| | {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / {{clr|8|214MK}} || Anywhere || 1440 / 1370 || {{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | Super = 0 |
| The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn. | | | Difficulty = {{clr|8|Medium}} |
| |- | | | Notes = This is a core part of your Drive Rush high-low strike mixup, {{clr|8|2MK}} being the other. On block, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} is +3, so Ryu is in a strong position to mixup the opponent at point-blank. |
| | Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{drive sf6}} || Difficulty: {{clr|8|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. | | {{SF6-ComboTableItem |
| |} | | | Combo = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| | | Position = Anywhere |
| | | Damage = 1440/1510 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 2650-3550 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = 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. {{clr|8|2MP}} will reach a bit farther in this context letting {{clr|10|214KK}} be used slightly farther out. |
| | |}} |
| | }} |
| |-|Drive Rush Cancel= | | |-|Drive Rush Cancel= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Drive Rush Cancel combos | | | Header = Drive Rush Cancel Routes |
| |- | | | Items = |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| | {{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}} |
| | Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} || Anywhere || 2179 - 2850 || {{drive sf6}}{{drive sf6}}{{drive sf6}} || Difficulty: {clr|8|Medium}} | | | Position = Anywhere |
| The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|7|LP Shoryuken}}, making it the superior choice in that part of the screen. ''The starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | | Damage = 2179 - 3130 |
| |- | | | Drive = {{drive sf6}}x3 |
| | {{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}} | | | Super = 0 |
| 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. | | | Difficulty = {{clr|8|Medium}} |
| |- | | | Notes = The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|7|LP Shoryuken}}, making it the superior choice in that part of the screen. ''The starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. |
| |{{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|8|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. | | {{SF6-ComboTableItem |
| |- | | | Combo = PC (DI 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}} |
| |{{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}} | | | Position = Anywhere |
| 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. | | | Damage = 5539/6235 |
| |} | | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | 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 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 |
| | | Combo = PC (DI 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}} |
| | | Position = Anywhere |
| | | Damage = 5438/6116 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = An unusually flashy Punish Counter combo that utilises almost all of Ryu's {{clr|9|Heavy}} command normals. It looks very ''Killer Instinct'' in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes ''{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}'' loop |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 5659/6425 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 6442/6758 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = 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 306 less damage. |
| | |}} |
| | }} |
| </tabber> | | </tabber> |
|
| |
|
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| <tabber> | | <tabber> |
| |-|Drive Impact crumple= | | |-|Drive Impact crumple= |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {{SF6-ComboTable |
| |+ Drive Impact crumple combos | | | Header = Drive Impact Combo Routes |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} |
| | | Position = Anywhere |
| | | Damage = 2870 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | 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 |
| | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} |
| | | Position = Anywhere |
| | | Damage = 2860 |
| | | Drive = 0 |
| | | Super = 0 |
| | | 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'' Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, ''dash'', {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 3000 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = A corner-only meterless Drive Impact combo that utilises {{clr|8|MP Hashogeki}} to juggle the opponent and extend the combo. The {{clr|9|HP Shoryuken}} ender hits low enough that it can be combo into a {{clr|10|Super Art 3}} cancel. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|7|214LP}}, {{clr|7|623LP}} |
| | | Position = Corner |
| | | Damage = 3290 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| | | Position = Anywhere |
| | | Damage = 3312 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = {{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| | | Position = Anywhere |
| | | Damage = 3470 |
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 3610 |
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = This combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|7|LP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}. |
| | |}} |
| | }} |
| | |-|Wall Splat= |
| | {{SF6-ComboTable |
| | | Header = Wall Splat Combo Routes |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = Wall Splat, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | | Position = Corner |
| | | Damage = 2176 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Most damage for nothing off a Wall Splat. Except for... |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 2232/3288/4568 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 1/3 |
| | | 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. 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 |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Wall Splat, {{clr|9|5HP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|8|623MP}} |
| | | Position = Corner |
| | | Damage = 3320/3502/3554 |
| | | Drive = 1/{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Landing the final {{clr|8|623MP}} requires frame perfect execution, the combo can be made significantly easier by replacing the {{clr|9|4HP}} with a {{clr|8|5MP}}/{{clr|8|2MP}} and/or the {{clr|8|623MP}} with a {{clr|7|623LP}} at the expense of a little bit of damage. 3320 damage is with 1 bar used, the 3502 and 3554 damage values are from extending the combo further with one or two {{clr|4|DRC}} respectively and replacing the {{clr|8|623MP}} with a {{clr|9|623HP}}. The final dp of all combo variants can be canceled into {{clr|10|SA3}} for more damage. |
| | |}} |
| | }} |
| | |-|Stun= |
| | {{SF6-ComboTable |
| | | Header = Stun Combo Routes |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} |
| | | Position = Corner |
| | | Damage = 2730 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a ''{{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}'' after the jump-in before linking back into the {{clr|9|4HP}}, but this is probably not worth it for three bars unless the enemy really is ''that'' close to death. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''DC'', {{clr|9|j.HP}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, ''dash/walk'', {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} > {{clr|10|SA3}} |
| | | Position = Corner |
| | | Damage = 5020 |
| | | Drive = {{drive sf6}}x2 |
| | | Super = 3 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Probably the easiest metered Stun combo Ryu has and by far the best value for Drive, this provides maximal return for the investment made. Although Ryu's optimal Stun combos can possibly guarantee a kill if the opponent is at or near half-health, this combo is ideal for when the opponent has most of their life bar remaining or even a significant life lead: the economical use of Drive will keep Ryu in a strong position after the combo is over. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 3512/4912 |
| | | Drive = {{drive sf6}}x5 |
| | | Super = 1/3 |
| | | 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 5178 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = A meter dump combo using the ''{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}'' loop and {{clr|10|Super Art 3}}. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''DC'', Full Charge {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} |
| | | Position = Corner |
| | | Damage = 4780/4984 |
| | | Drive = ~{{drive sf6}}x4.5 |
| | | Super = 2/3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = The max damage route if you just want to spend {{clr|10|Level 2}} or if you are tired of watching the cutscene. You can spend {{clr|10|Level 1}} at the end if you are worried that it won't kill. |
| | |}} |
| | }} |
| | </tabber> |
| | |
| | == MAX DAMAGE PUNISHES == |
| | {{SF6-ComboTable |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | | Position = Corner |
| | | Damage = 6742/6992 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Thanks to the buff to Denjin {{clr|10|OD Hashogeki}}, this is Ryu's new max damage full resource dump (''NOTE: following the nerf to Denjin OD Hashogeki's damage in the 22/05/2024 patch, this may no longer be true''). With CA it nearly breaks 7k damage. |
| | | Video = |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} |
| | | Position = Corner |
| | | Damage = 6176/6428 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 2/3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely. It also works as a hitconfirmable frametrap. |
| | | Video = |
| | }} |
| | }} |
| | |
| | |
| | |
| | == ADVANCED/NICHE COMBOS == |
| | <tabber> |
| | |-|Meaty Combos w/Framekills= |
| | {{TheoryBox |
| | | Title = Meaty Combos w/Framekills |
| | | Oneliner = Unique combos from oki setups |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | Ryu gets relatively scant oki compared to other characters (most notably, his offence-oriented counterpart Ken), but many of his knockdowns allow for meaty setups that can open up new combos. The following is a list of common and sometimes rare knockdown situations with descriptions of potential meaty-only combos and secondary uses for said situation (e.g. safejabs, meaty throws). |
| | }} |
| | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ Meaty Combo Routes |
| |- | | |- |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes |
| |- | | |- |
| | Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} || Anywhere || 2870 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|7|Easy}} | | | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +8 || +10 || +2 || A setup that is guaranteed after every regular sweep. |
| 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.
| | 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 ''{{clr|9|5HP}}'' to link into itself for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MK}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup. |
| |- | | |- |
| | Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} || Anywhere || 2860 (inclusive of Drive Impact hit || - || Difficulty: {{clr|7|Easy}} | | | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +8 || +10 || +4 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep. |
| 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, which can make its damage potentially ''explosive''.
| | 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 +7 on block, allowing frametraps with {{clr|9|Heavies}}, but is not that rewarding relative to the overhead/low/bait mixup'' |
| |- | | |- |
| | Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 3000 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|7|Easy}} | | | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +7 || +9/Launch || +1 || A setup for after a Punish Counter sweep. |
| A corner-only meterless Drive Impact combo that utilises {{clr|8|MP Hashogeki}} to juggle the opponent and extend the combo. The {{clr|9|HP Shoryuken}} ender hits low enough that it can be combo into a {{clr|10|Super Art 3}} cancel.
| | 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}}. |
| |- | | |- |
| | Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|8|214MP}}, {{clr|7|623LP}} || Corner || 3340 (inclusive of Drive Impact hit) || - || Difficulty: {{clr|8|Medium}} | | | ''PC {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a PC sweep. |
| The aforementioned Solar Plexus Strike ({{clr|9|6HP}}) link comes into its own here, producing some incredible meterless damage in the corner in tandem with a Denjin Charge. The {{clr|7|LP Shoryuken}} ender is a tight link, the timing of which requires some practice, but can also be canceled into {{clr|10|Super Art 3}} for a huge damage burst.
| | 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}}. |
| |- | | |- |
| | Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}} || Anywhere || 3312 (inclusive of Drive Impact hit) || {{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +8 || +10 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}. |
| {{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state). | | 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. |
| |- | | |- |
| | Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} || Anywhere || 3590 (inclusive of Drive Impact hit) || {{drive sf6}}{{drive sf6}}|| Difficulty: {{clr|7|Easy}} | | | ''{{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. |
| With a Denjin Charge stocked and just two bars of Drive, Ryu can exact some truly punishing damage. It is difficult to stack extra damage on top of this without canceling the {{clr|9|HP Shoryuken}} ender into {{clr|10|Super Art 3}}.
| | 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. |
| |- | | |- |
| | 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}} || Corner || 3770 (inclusive of Drive Impact hit} || {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | ''{{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 combo begins similarly to the one above it, but utilises the opponent's crumple animation by hitting them as they enter an ''airborne and juggleable state''. This delay is achieved by the use of a forward dash before the {{clr|9|2HP}}, followed by a corner juggle with {{clr|8|MP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}.
| | 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}}''. |
| |} | | |} |
| |-|Wall Splat= | | |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | |
| |+ Wall Splat combos | | |-|Trade Combos= |
| | {{TheoryBox |
| | | Title = Trade Combos w/Setups |
| | | Oneliner = Capitalising off favourable trades |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | If the opponent is given a gap in offence of 4 frames, enough time for the 1st active frame of their fastest normal to come out, it is possible to force them into a trade situation at relatively low risk. The following setups demonstrate some of the ways Ryu can force favourable trades that allow him to combo for big damage. |
| | All setups are tested to work against both a 4-frame normal with the ''lowest'' hitstun in the game and one with the ''highest''. Respectively, these are as of March 2024 Dee Jay's 5LP (13 frames natural hitstun) and Manon's 5LP (17 frames, tied with Honda and JP's 2LPs). |
| | }} |
| | {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| | |+ Trade Combo Routes |
| | |- |
| | ! Trade Setup !! Position !! Adv. (max/min) !! Link into... !! Notes |
| |- | | |- |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes | | | ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. || |
| | A built-in frametrap from Ryu's {{clr|7|LP Hashogeki}}. At -3 on block, this is not abuseable, but then again it isn't punishable either. The trade is only possible because of the shorter hitstun on Ryu's {{clr|7|5LP}} compared to his {{clr|7|2LP}}, the latter being a more ''true'' frametrap. The bonus of this trade is that it allows ''more damaging'' links following the launch, as CH {{clr|7|LP Hashogeki}} is usually limited to juggles with specials, {{clr|10|Super Art 1}} or {{clr|4|PDR}} into a {{clr|8|Medium Punch}} due to its long recovery. |
| | 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}}. |
| |- | | |- |
| | Wall Splat, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2176 || - || Difficulty: {{clr|7|Easy}} | | | ''Forward throw'', {{clr|4|PDR}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +18/+14 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} || |
| Most damage for nothing off a Wall Splat. Except for...
| | 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}}). |
| |- | | |- |
| | 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}} || Corner || 2232 / 3288 / 4568 || - / {{drive sf6}}{{drive sf6}} || Difficulty: {{clr|8|Medium}} | | | ''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 || |
| 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
| | It isn't the most useful trade but it is fun when it happens. 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). |
| |} | | |} |
| |-|Stun=
| |
| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| |
| |+ Post-Stun combos
| |
| |-
| |
| ! Combo !! Position !! Damage !! Drive Usage !! Notes
| |
| |-
| |
| | STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} || Corner || 2730 || - || Difficulty: {{clr|8|Medium}}
| |
| Meterless Stun combo, useful if too close to Burnout or even in Burnout following the Drive Impact. Notice that this combo starts with a Denjin Charge but does not use it: that's because the combo that follows is still the highest damage that can be dealt from a stun without spending any meter. This does mean that Ryu gets a free Denjin stock from a Stun, even if he has no meter to spend. The damage can be buffed to 2861 by sneaking a ''{{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}'' after the jump-in before linking back into the {{clr|9|4HP}}, but this is probably not worth it for three bars unless the enemy really is ''that'' close to death.
| |
| |-
| |
| | 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}} || Corner || 3512 / 4912 || {{drive sf6}}x5 || Difficulty: {{clr|8|Medium}}
| |
| An extended post-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.
| |
| |-
| |
| | 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}} || Corner || 5298 || {{drive sf6}}x6 || Difficulty: {{clr|8|Medium}}
| |
| A meter dump combo using the ''{{clr|9|5HP}} > {{clr|10|DRC}}, {{clr|9|5HK}}'' loop and {{clr|10|Super Art 3}}. This is an "all-in" combo that uses the entre Drive Gauge, so be sure that it will kill the opponent or that you have enough of a life advantage to survive the Burnout you'll be in afterwards.
| |
| |} | | |} |
| </tabber>
| |
|
| |
|
| == ADVANCED/NICHE COMBOS == | | |-|Hashogeki Juggles= |
| <tabber>
| | {{TheoryBox |
| |-|Meaty Combos w/ Framekills= | | | Title = Hashogeki Juggle Routes |
| |-|Trade Combos= | | | Oneliner = Midscreen and Corner |
| |-|Midscreen Hashogeki Juggles | | | Difficulty = |
| |-|J.MP Air-To-Air Juggles= | | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | Sitting at the flashier end of Ryu's kit in SF6, Ryu can launch the opponent via his new move ''Hashogeki''. There are several ways in which this move can launch the opponent. |
| | # {{clr|9|HP Hashogeki}} |
| | # Denjin-Charged non-OD Hashogeki |
| | # Counter-Hit {{clr|7|Light}} |
| | # 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 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. ''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 |
| | | Header = Hashogeki Juggle Routes |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 1800/2000/2487 |
| | | Drive = 0/{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = LAUNCH TYPE: #1, #2 - |
| | A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 2030/2166/2840 |
| | | Drive = 0/{{drive sf6}} |
| | | Super = 0/1 |
| | | Difficulty = {{clr|8|Medium}}/{{clr|7|Easy}} |
| | | 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) |
| | | Position = Anywhere |
| | | Damage = 4791 |
| | | Drive = {{drive sf6}}x4 |
| | | Super = 0/3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = LAUNCH TYPE: #1, #2 - |
| | A fancy high-damage route into {{clr|10|Super Art 3}} from {{clr|9|HP Hashogeki}}. Even without the Super cancel, this combo does respectable damage. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 4661 |
| | | Drive = {{drive sf6}}x4 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = LAUNCH TYPE: #3, #4 - |
| | An application of similar routing for the Counter-Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki launch |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} ) |
| | | Position = Corner |
| | | Damage = 2380/4780 |
| | | Drive = 0 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = LAUNCH TYPE: #1 - |
| | A strong meterless combo by itself, this is also an excellent route into Super. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 2850/4850 |
| | | Drive = {{drive sf6}} |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = LAUNCH TYPE: #1, #2 - |
| | A notable boost in Damage for 1 Drive bar, the most economical {{clr|9|HP}}/Denjin launcher route Ryu has in the corner with or without Super. Note that this combo does not have to ''begin'' in the corner, the opponent can be carried into it by the first half of the combo. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | 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 |
| | | Damage = 3080/5080 |
| | | Drive = {{drive sf6}}x4 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = LAUNCH TYPE: #3, #4 - |
| | The manual delay following the {{clr|4|DRC}} allows the {{clr|9|5HP}} to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same ''{{clr|4|DRC}}, delay {{clr|9|5HP}}'' link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise). |
| | |}} |
| | }} |
| | |
| | |-|j.MP Air-To-Air Juggles= |
| | {{TheoryBox |
| | | Title = {{clr|8|j.MP}} Air-To-Air Juggle Routes |
| | | Oneliner = Making the most of air-to-airs |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | Ryu's {{clr|8|j.MP}} puts the opponent into a juggle state on hit and can also be canceled into Aerial Tatsu/{{clr|10|OD Aerial Tatsu}}. There are a wide spread of possible options for Ryu to juggle afterwards, but they are often dependent on the timing with which the {{clr|8|j.MP}} connects along Ryu's own jump arc. This section will help to map out the opportunities for extra damage that exist within this interaction. |
| | }} |
| | {{SF6-ComboTable |
| | | Header = j.MP Air-To-Air Juggles |
| | | Items = |
| | {{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}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 1600/2200/(2720/3500/4800) |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0/1/3 |
| | | Difficulty = {{clr|7|Easy}}/{{clr|8|Medium}} |
| | | 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} |
| | | Position = Anywhere |
| | | Damage = 2100/4700 |
| | | Drive = 0 |
| | | Super = 0/3 |
| | | 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. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | | Position = Midscreen |
| | | Damage = 2120/2600/4600 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0/3 |
| | | 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. |
| | |}} |
| | {{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}} ) |
| | | Position = Corner |
| | | Damage = 3700/4800/4680 |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0/1/3 |
| | | 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. |
| | |}} |
| | }} |
| </tabber> | | </tabber> |
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