|
|
(13 intermediate revisions by 2 users not shown) |
Line 5: |
Line 5: |
|
| |
|
| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
| | |
| | ''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.'' |
|
| |
|
| == BASIC COMBOS == | | == BASIC COMBOS == |
Line 13: |
Line 16: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|7|214LK}}/{{clr|9|623HP}} |
| {{clr|7|214LK}} / {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1270 / 1690 | | | Damage = 1190/1490 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 23: |
Line 25: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} |
| {{clr|8|214MK}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1340 | | | Damage = 1250 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 33: |
Line 34: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|5LP}} > {{clr|10|214KK}}, {{clr|9|623HP}} |
| {{clr|10|214KK}}, {{clr|9|623HP}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 2250 | | | Damage = 1950 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 47: |
Line 47: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|7|5LK}} > | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|7|5LK}} > {{clr|7|236LK}} |
| {{clr|7|236LK}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1430 | | | Damage = 1370 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | 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 knockback from this allows Ryu to stock a Denjin Charge (at -17, this can be punished by certain moves, e.g. Cammy's {{clr|10|Super 3}}). {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. | | | 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 | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} / | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| {{clr|8|5MP}} > {{clr|8|236MK}} / ({{clr|10|236KK}}, | | | Position = Anywhere/Midscreen |
| {{clr|9|623HP}}) | | | Damage = 1680/2170 |
| | Position = Anywhere / Midscreen | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Damage = 1780 / 2380 | |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | 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 another Denjin Charge setup (at -12, this setup is ALSO punishable by Cammy's {{clr|10|Super 3}}, but only just). | | | 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 | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}} / {{clr|7|5LP}}, {{clr|8|2MP}} > | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| Denjin 214P, {{clr|8|214MK}} / {{clr|8|236MK}} / | | | Position = Anywhere/Corner |
| {{clr|9|623HP}} | | | Damage = 2000/2120/2240 |
| | Position = Anywhere / Corner | |
| | Damage = 2170 / 2310 / 2520 | |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 83: |
Line 78: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}} / {{clr|9|623HP}} / | | | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| ({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Position = Anywhere/Midscreen |
| | Position = Anywhere / Midscreen | | | Damage = 1600/1740/2090 |
| | Damage = 1690 / 1930 / 2290 | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
Line 93: |
Line 87: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|7|5LK}} > {{clr|8|214MK}} / ({{clr|10|236KK}}, | | | 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}}) |
| {{clr|9|623HP}}) / (Denjin Charged {{clr|10|214PP}}, | |
| dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1170 / 2060 / 2880 | | | Damage = 1160/1910/2400 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} / {{clr|9|Hard}} | | | Difficulty = {{clr|8|Medium}}/{{clr|9|Hard}} |
| | Notes = Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's non-OD Swagger Step (which can be safe if spaced but is usually -5 or -6) and Chun-Li's {{clr|10|OD Hazanshu}} (which is almost always punishable with {{clr|7|5LK}}). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up. | | | Notes = Punish Counter allows {{clr|7|5LK}} to combo into {{clr|8|Medium}} and {{clr|10|OD}} versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent ''farther than {{clr|7|2LP}}/{{clr|7|5LP}} distance'' from Ryu at ''-5 or more'' frame disadvantage. Two examples of this are Jamie's 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. |
| |}} | | |}} |
| }} | | }} |
Line 109: |
Line 101: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1220 / 1380 / 1980 | | | Damage = 1300/1460/2400 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} / {{clr|7|Easy}} | | | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} |
| | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. | | | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} | | | Combo = {{clr|8|5MP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1920 / 2080 / 2320 | | | Damage = 2000/2160/2320 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 127: |
Line 119: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} | | | Combo = {{clr|8|5MP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2440 / 2520 | | | Damage = 2440/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 149: |
Line 141: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1940 / 2100 / 2700 | | | Damage = 2020/2180/2770 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
Line 158: |
Line 150: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|8|5MP}}, {{clr|9|2HK}}, dash forward, meaty {{clr|9|5HP}} | | | Combo = CH {{clr|8|5MP}}, {{clr|9|2HK}}, ''dash'', meaty {{clr|9|5HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1620 | | | Damage = 1620 |
Line 173: |
Line 165: |
| | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} | | | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2400 | | | Damage = 2480 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 185: |
Line 177: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} | | | Combo = {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2120 / 2280 / 2520 | | | Damage = 2200/2360/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 205: |
Line 197: |
| | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|8|214MK}}/{{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1910/2260 | | | Damage = 2200/2520 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 214: |
Line 206: |
| | Combo = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2030/2090 | | | Damage = 2340/2410 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = {{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only dash forward and {{clr|7|Jab}} if they Back-Rise. | | | Notes = {{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only forward dash and {{clr|7|Jab}} if they Back-Rise. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}}) / ({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} | | | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2600/2980 | | | Damage = 3070 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}. | | | Notes = You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}. |
Line 235: |
Line 227: |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) | | | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) |
| | Position = Anywhere / Corner | | | Position = Anywhere/Corner |
| | Damage = 2510 / 3170 | | | Damage = 2800/3570 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 247: |
Line 239: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|7|623LP}} | | | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3433 | | | Damage = 3610 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 256: |
Line 248: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HK}}, dash forward, {{clr|9|2HP}} > {{clr|9|623HP}} / ({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = PC {{clr|9|5HK}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere / Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 3000 / 3360 | | | Damage = 3000/3430 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. Punish Counter {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The dash forward is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable. | | | Notes = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} | | | Combo = PC {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3690 | | | Damage = 3690 |
Line 278: |
Line 270: |
| == 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 ''.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA1 Combo Routes | | | Header = SA1 Combo Routes |
Line 303: |
Line 295: |
|
| |
|
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ({{clr|9|214HP}} or Denjin Charged 214P), | | | Combo = ( {{clr|9|214HP}} OR ''Denjin'' 214P OR Counter-Hit {{clr|7|214LP}}/{{clr|8|214MP}} ), {{clr|10|236236P}} |
| [INSERT COMBO HERE], {{clr|10|236236P}}
| |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = Variable | | | Damage = Variable |
Line 310: |
Line 301: |
| | Super = Variable | | | Super = Variable |
| | Difficulty = Variable | | | Difficulty = Variable |
| | Notes = ''Current combo listed is 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. | | | 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 | | {{SF6-ComboTableItem |
| | Combo = Punish Counter {{clr|9|236HK}} > {{clr|10|236236P}} | | | Combo = PC {{clr|9|236HK}} > {{clr|10|236236P}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3560 | | | Damage = 3560 |
Line 323: |
Line 314: |
| }} | | }} |
| |-|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 ''.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA2 Combo Routes | | | Header = SA2 Combo Routes |
Line 339: |
Line 330: |
| | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} | | | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2940-3840 | | | Damage = 3090-3990 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
Line 346: |
Line 337: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > Denjin Charged {{clr|10|214PP}}, | | | 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}} |
| {{clr|4|Parry Drive Rush}}, {{clr|9|2HP}} > {{clr|9|623HP}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 4396 - 5386 | | | Damage = 4236 - 5136 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
Line 365: |
Line 355: |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|HP Shoryuken}} > {{clr|10|236236K}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 3980 - 4580 | | | Damage = 4050 - 4950 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
Line 372: |
Line 362: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, | | | 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|4HP}} > {{clr|9|236HK}} > {{clr|10|236236K}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4179 - 4791 | | | Damage = 4179 - 5079 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
Line 382: |
Line 371: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, | | | 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}} |
| {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 4505 - 5541 | | | Damage = 4641 - 5541 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
Line 392: |
Line 380: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > | | | 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}} |
| {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 6145 | | | Damage = 6145 |
Line 411: |
Line 398: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > | | | Combo = {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} |
| {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1920 / 2080 / 2320 | | | Damage = 2000/2160/2320 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | 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 +1, so Ryu is not only safe but can continue to pressure. | | | 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. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > | | | Combo = {{clr|4|PDR}}, {{clr|8|2MK}}, {{clr|7|5LK}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| {{clr|7|236LK}} / {{clr|8|214MK}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1440 / 1370 | | | Damage = 1440/1510 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 431: |
Line 416: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > | | | Combo = Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| {{clr|8|214MP}}, {{clr|9|623HP}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 2528-3550 | | | Damage = 2650-3550 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | 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. | | | 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. |
| |}} | | |}} |
| }} | | }} |
Line 446: |
Line 430: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
| {{clr|9|4HP}} > {{clr|9|236HK}} / {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2179 - 2850 | | | Damage = 2179 - 3130 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}x3 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
Line 456: |
Line 439: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > | | | 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|4|DRC}}, {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}}, | |
| {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5539 / 6235 | | | Damage = 5539/6235 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after Punish Counter {{clr|9|5HK}} or Punish Counter Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu. | | | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC {{clr|9|5HK}} or PC Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > | | | 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}} |
| {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}}, | |
| {{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 5438 / 6116 | | | Damage = 5438/6116 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
Line 478: |
Line 457: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Punish Counter (Drive Impact OR {{clr|9|5HK}}), {{clr|9|5HP}} > | | | 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}} |
| {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, | |
| {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 5659 / 6425 | | | Damage = 5659/6425 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A punish combo that works will 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). | | | 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 | | {{SF6-ComboTableItem |
| | Combo = Punish Counter {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} > | | | 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}} |
| dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} > | |
| {{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 6442/6724 | | | Damage = 6442/6758 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | 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 282 less damage. | | | 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. |
| |}} | | |}} |
| }} | | }} |
Line 509: |
Line 484: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2870 (inclusive of Drive Impact hit) | | | Damage = 2870 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = The highest damage meterless combo available following a Punish Counter Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. | | | Notes = The highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2860 (inclusive of Drive Impact hit | | | Damage = 2860 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into Denjin Charged Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. | | | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into ''Denjin'' Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = PC Drive Impact, ''dash'', {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3000 (inclusive of Drive Impact hit) | | | Damage = 3000 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
Line 536: |
Line 511: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|7|214LP}}, {{clr|7|623LP}} |
| {{clr|8|214MP}}, {{clr|7|623LP}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 3340 (inclusive of Drive Impact hit) | | | Damage = 3290 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | 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 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. | | | 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 | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|6HP}}, {{clr|8|2MP}} > Denjin Charged 214P, | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3312 (inclusive of Drive Impact hit) | | | Damage = 3312 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
Line 556: |
Line 529: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|9|623HP}} |
| {{clr|9|5HP}} > {{clr|9|623HP}} | |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3590 (inclusive of Drive Impact hit) | | | Damage = 3470 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = 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}}. | | | 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 | | {{SF6-ComboTableItem |
| | Combo = Drive Impact crumple, {{clr|9|5HK}}, {{clr|8|2MK}} > Denjin Charged {{clr|10|214PP}}, | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > ''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| dash forward, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 3770 (inclusive of Drive Impact hit} | | | Damage = 3610 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | 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|8|MP Hashogeki}} into {{clr|9|HP Shoryken}}. This can also be canceled into {{clr|10|Super Art 3}}. | | | 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}}. |
| |}} | | |}} |
| }} | | }} |
Line 590: |
Line 561: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Wall Splat, {{clr|9|5HP}} > Denjin Charged 214P, forward jump, | | | 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}} ) |
| {{clr|8|j.MP}} (2nd hit) > ( Aerial Tatsumaki / {{clr|10|OD Aerial Tatsumaki}}, | |
| {{clr|10|Super 1}} or {{clr|10|3}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 2232 / 3288 / 4568 | | | Damage = 2232/3288/4568 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 1 / 3 | | | Super = 1/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize; this is one of the few times Ryu doesn't have to choose between damage and oki, as {{clr|7|LP Shoryuken}} will not combo after {{clr|9|HK Donkey Kick}} following a grounded Wall Splat. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost | | | Notes = Without spending Drive on the {{clr|10|OD Aerial Tatsumaki}}, which by itself brings the damage up to 2568, this might be considered a waste of Denjin Charge. If Denjin Charge is currently held and you wish to keep it, ''{{clr|9|5HP}} > {{clr|9|HK Donkey Kick}}'' does 1680 damage and gives Ryu a safe jump as a consolation prize. Otherwise the full combo does present an opportunity to combo into Ryu's {{clr|10|Super Art 1}} or even {{clr|10|Super Art 3}} for a big damage boost |
| | |}} |
| | {{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. |
| |}} | | |}} |
| }} | | }} |
Line 606: |
Line 584: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} | | | Combo = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 2730 | | | Damage = 2730 |
Line 615: |
Line 593: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HP}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}}, | | | 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}} |
| {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|Super Art 3}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 5010 | | | Damage = 5020 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}x2 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
Line 625: |
Line 602: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|10|214KK}}, | | | 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}} |
| {{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}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 3512 / 4912 | | | Damage = 3512/4912 |
| | Drive = {{drive sf6}}x5 | | | Drive = {{drive sf6}}x5 |
| | Super = 1 / 3 | | | Super = 1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available. | | | Notes = An extended Stun combo that has the benefit of a: not automatically putting Ryu into Burnout, assuming he has more than 5 bars of Drive, and b: allowing a choice of Super Art enders in case {{clr|10|Super Art 3}} is not available. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = STUN, Denjin Charge, {{clr|9|j.HK}}, {{clr|9|5HP}} > Denjin Charged {{clr|10|214PP}}, | | | 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}} |
| {{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}} | |
| | Position = Corner | | | Position = Corner |
| | Damage = 5298 | | | Damage = 5178 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = 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. | | | 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> | | </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 == | | == ADVANCED/NICHE COMBOS == |
| <tabber> | | <tabber> |
| |-|Meaty Combos w/ Framekills= | | |-|Meaty Combos w/Framekills= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Meaty Combos w/ Framekills | | | Title = Meaty Combos w/Framekills |
| | Oneliner = Unique combos from oki setups | | | Oneliner = Unique combos from oki setups |
| | Difficulty = | | | Difficulty = |
Line 669: |
Line 678: |
| ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes | | ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes |
| |- | | |- |
| | ''{{clr|9|2HK}}'', dash forward, meaty {{clr|9|5HP}} || Anywhere || +7 || +9 || +2 || A setup that is guaranteed after every regular sweep. | | | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +8 || +10 || +2 || A setup that is guaranteed after every regular sweep. |
| If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows a ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MP}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup. | | If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows ''{{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. |
| |- | | |- |
| | ''{{clr|9|2HK}}'', {{clr|4|Parry Drive Rush}}, {{clr|8|6MP}} || Anywhere || +7 || +9 || +2 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep. | | | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +8 || +10 || +4 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep. |
| At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +5 on block, allowing frametraps with {{clr|8|Mediums}}, but is not that rewarding relative to the overhead/low/bait mixup'' | | At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +7 on block, allowing frametraps with {{clr|9|Heavies}}, but is not that rewarding relative to the overhead/low/bait mixup'' |
| |- | | |- |
| | ''Punish Counter {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +6 || +8 / Launch || +1 || A setup for after a Punish Counter sweep. | | | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +7 || +9/Launch || +1 || A setup for after a Punish Counter sweep. |
| If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit. | | If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit. |
| The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}. | | The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}. |
| |- | | |- |
| | ''Punish Counter {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a Punish Counter sweep. | | | ''PC {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a PC sweep. |
| This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}. | | This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}. |
| |- | | |- |
| | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +7 || +9 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}. | | | (''{{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}}. |
| As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep. | | As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep. |
| |- | | |- |
| | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.) / +6 || +17 (throw adv.) / +8 || +17 (throw adv.) / +1 || A corner-only setup for meaty throw/safejab. | | | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.)/+6 || +17 (throw adv.)/+8 || +17 (throw adv.)/+1 || A corner-only setup for meaty throw/safejab. |
| A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit. | | A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit. |
| |- | | |- |
| | ''{{clr|10|Super Art 1}}'' OR ''Denjin Charged {{clr|10|Super Art 1}}'', dash forward, meaty {{clr|8|5MP}} || Corner || +9 / +10 || +11 / +12 || +1 / +2 || A corner-only setup following a {{clr|10|Super Art 1}} connect | | | ''{{clr|10|SA1}}'' OR ''Denjin {{clr|10|SA1}}'', ''dash'', meaty {{clr|8|5MP}} || Corner || +9/+10 || +11/+12 || +1/+2 || A corner-only setup following a {{clr|10|Super Art 1}} connect |
| This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''. | | This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''. |
| |} | | |} |
Line 695: |
Line 704: |
| |-|Trade Combos= | | |-|Trade Combos= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Trade Combos w/ Setups | | | Title = Trade Combos w/Setups |
| | Oneliner = Capitalising off favourable trades | | | Oneliner = Capitalising off favourable trades |
| | Difficulty = | | | Difficulty = |
Line 716: |
Line 725: |
| The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as ''{{clr|4|PDR}}, {{clr|9|5HP}}'' is a reliable link and is always the best and most versatile metered option, comboing into either {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}. For extra damage in the corner, ''{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|MP Hashogeki}}, {{clr|9|HP Shoryuken}}'' provides excellent damage for one Drive bar, and can cancel into {{clr|10|Super Art 3}}. | | The differences in hitstun caused by the opposing character's traded 4-frame normal do not make much difference here, as ''{{clr|4|PDR}}, {{clr|9|5HP}}'' is a reliable link and is always the best and most versatile metered option, comboing into either {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}. For extra damage in the corner, ''{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|MP Hashogeki}}, {{clr|9|HP Shoryuken}}'' provides excellent damage for one Drive bar, and can cancel into {{clr|10|Super Art 3}}. |
| |- | | |- |
| | ''Forward throw'', {{clr|4|Parry Drive Rush}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +17 / +13 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} || | | | ''Forward throw'', {{clr|4|PDR}}, CH {{clr|9|5HP}} !TRADE! || Anywhere || +18/+14 || {{clr|9|5HP}}, {{clr|8|2MK}}, {{clr|9|2HK}}, (vs. Dee Jay) {{clr|9|6HK}} || |
| Potentially one of the strongest trade setups in the right matchups. The link from {{clr|4|PDR}} CH {{clr|9|5HP}} to {{clr|9|5HP}} after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. {{clr|8|MK Donkey Kick}}) all the way up to a {{clr|4|Drive Rush Cancel}} meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link {{clr|9|6HK}} > {{clr|10|OD Tatsumaki}}. | | Potentially one of the strongest trade setups in the right matchups. The link from {{clr|4|PDR}} CH {{clr|9|5HP}} to {{clr|9|5HP}} after the trade does 1760 damage by itself, and can be canceled into anything from a meterless ender (e.g. {{clr|8|MK Donkey Kick}}) all the way up to a {{clr|4|Drive Rush Cancel}} meter dump. Vs Dee Jay, whose only 4-frame normal has low hitstun, Ryu can even reliably link {{clr|9|6HK}} > {{clr|10|OD Tatsumaki}}. |
| The tricksiest part of this setup is that the {{clr|4|Parry Drive Rush}} can be feinted with {{clr|7|5LP}} to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out ''any reversal'' from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's {{clr|10|SA1}}, Dhalsim's {{clr|10|SA2}} and will be caught by Gief's, Lily's and Manon's {{clr|10|SA3}}). | | The tricksiest part of this setup is that the {{clr|4|Parry Drive Rush}} can be feinted with {{clr|7|5LP}} to bait slow reversals: at -7, this will lose to wakeup normals, wakeup grabs and will still be hit by most characters' true reversals, but will call out ''any reversal'' from AKI (OD Serpent Slide can be grabbed after the feint), Ed, JP, Kimberly and Marisa (note, it will just about be tagged by Honda's {{clr|10|SA1}}, Dhalsim's {{clr|10|SA2}} and will be caught by Gief's, Lily's and Manon's {{clr|10|SA3}}). |
| | |- |
| | | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || |
| | It isn't the most useful trade but it is 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). |
| | |} |
| |} | | |} |
|
| |
|
Line 737: |
Line 750: |
| # Counter-Hit {{clr|7|Light}} | | # Counter-Hit {{clr|7|Light}} |
| # Counter-Hit {{clr|8|Medium}} Hashogeki | | # Counter-Hit {{clr|8|Medium}} Hashogeki |
| Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from Punish Counter or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. | | Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. |
| The following is a list of possible follow-ups sorted according to the type of launch. | | The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' |
| }} | | }} |
| {{SF6-ComboTable | | {{SF6-ComboTable |
Line 744: |
Line 757: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', ( {{clr|8|214MK}} / {{clr|8|236MK}} / {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', ( {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1700 / 1900 / 2487 | | | Damage = 1800/2000/2487 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
Line 754: |
Line 767: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} OR {{clr|8|236MK}} / {{clr|10|236236P}} | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} OR {{clr|8|236MK}}/{{clr|10|236236P}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = (from {{clr|7|214LP}}) 1962 / 2098 / 2840 | | | Damage = 2030/2166/2840 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0/{{drive sf6}} |
| | Super = 0 / 1 | | | Super = 0/1 |
| | Difficulty = {{clr|8|Medium}} / {{clr|7|Easy}} | | | Difficulty = {{clr|8|Medium}}/{{clr|7|Easy}} |
| | Notes = LAUNCH TYPE: #3, #4 - | | | Notes = LAUNCH TYPE: #3, #4 - |
| Counter Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type. | | Counter Hit {{clr|7|LP}}/{{clr|8|MP}} Hashogeki give a weaker launch, forcing the use of faster buttons during the juggle at the expense of damage. Due to the fact that Hashogeki should ideally be spaced as far as possible to mitigate the worst effects of the frame disadvantage, it is also not reliable to simply link {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}, as they may whiff following the launch. This forces Ryu to use some resources to make the most of this launch type. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|8|236HK}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4791 | | | Damage = 4791 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x4 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = LAUNCH TYPE: #1, #2 - | | | Notes = LAUNCH TYPE: #1, #2 - |
Line 774: |
Line 787: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ( > {{clr|10|236236K}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 4661 | | | Damage = 4661 |
Line 784: |
Line 797: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|7|214LP}}, {{clr|7|623LP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner | | | Position = Corner |
| | Damage = 2380 / 4780 | | | Damage = 2380/4780 |
| | Drive = {{drive sf6}} | | | Drive = 0 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = LAUNCH TYPE: #1, #2 - | | | Notes = LAUNCH TYPE: #1 - |
| A strong meterless combo by itself, this is also an excellent route into Super. | | A strong meterless combo by itself, this is also an excellent route into Super. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''{{clr|9|HP}}/Denjin-Charged Hashogeki'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) | | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner / Near-Corner | | | Position = Corner/Near-Corner |
| | Damage = 2850 / 4850 | | | Damage = 2850/4850 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}} |
| | Super = 3 | | | Super = 3 |
Line 804: |
Line 817: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hashogeki'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''delay'' {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) | | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', ( {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ( > {{clr|10|236236K}} ) |
| | Position = Corner / Near-Corner | | | Position = Corner/Near-Corner |
| | Damage = 3200 / 5200 | | | Damage = 3080/5080 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x4 |
| | Super = 3 | | | Super = 3 |
Line 832: |
Line 845: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K / {{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) | | | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Anywhere / Corner | | | Position = Anywhere/Corner |
| | Damage = 1740 / 2340 / ( 2720 / 3500 / 4800 ) | | | Damage = 1600/2200/(2720/3500/4800) |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 1 / 3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|7|Easy}} / {{clr|8|Medium}} | | | Difficulty = {{clr|7|Easy}}/{{clr|8|Medium}} |
| | Notes = | | | Notes = |
| By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air {{clr|8|j.MP}}. By itself, this does decent anti-air damage, but buffing the ender with {{clr|10|OD Aerial Tatsu}} or extending it in the corner with {{clr|10|Super Art 1}} provides excellent value for meter. | | By far the easiest juggle to perform reliably in a match, as it can be scored from a reaction anti-air {{clr|8|j.MP}}. By itself, this does decent anti-air damage, but buffing the ender with {{clr|10|OD Aerial Tatsu}} or extending it in the corner with {{clr|10|Super Art 1}} provides excellent value for meter. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}} / {{clr|10|236236K}} | | | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2240 w/ best timing / 4700 | | | Damage = 2100/4700 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. | | | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK / {{clr|7|236LK}} > {{clr|10|Super Art 3}} | | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2260 / 2600 / 4500 | | | Damage = 2120/2600/4600 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Hard}} | | | Difficulty = {{clr|8|Hard}} |
| | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. | | | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}} / {{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) | | | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) |
| | Position = Corner | | | Position = Corner |
| | Damage = 3700 / 4800 / 4680 | | | Damage = 3700/4800/4680 |
| | Drive = 0 / {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 / 1 / 3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. | | | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |