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| * '''Low Crush''' 13-20f (not airborne) | | * '''Low Crush''' 13-20f (not airborne) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 19f (j.214K only) | | * '''Cancel Hitconfirm Window:''' 19f (Air Tatsu only) |
| <br> | | <br> |
| Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel to j.214K making it a potent defensive poke and counterpoke. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. | | Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel to Air Tatsu, making it a potent defensive poke and counterpoke. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. |
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| The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. | | The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. |
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| | {{clr|H|6HK}} can be juggled into, with {{clr|OD|OD High Blade Kick}} being its most useful juggle starter. It is also effective after {{clr|PC|PC}} {{clr|DR|Drive Impact}} into {{clr|H|nj.HP}}, which can give Ryu a manually timed safe jump setup that does slightly more damage than his {{clr|L|236LK}} routes while being more likely to reach the corner. |
| | }} |
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| | ======<font style="visibility:hidden; float:right">6HK~214K</font>====== |
| | {{MoveDataCargo |
| | | title = Aerial Tatsumaki Senpu-kyaku |
| | | subtitle = (6HK cancel) |
| | | input = {{Classic_sf6}} 6HK~214K<br>{{Modern_sf6}} 6H~S |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|ryu_214kk|2|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_214kk|3|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|ryu_6hk_214k}} |
| | * '''Airborne''' 1-26f ({{FKD}} state); the last frame of landing recovery is in a crouching state |
| | * Does not lead to follow-up juggles like regular Air Tatsu |
| | {{AttackDataCargo-SF6/Query|ryu_6hk_214kk}} |
| | * '''Airborne''' 1-40f ({{FKD}} state); the last frame of landing recovery is in a crouching state |
| | * Puts opponent into {{sf6-jug|limited juggle}} state; can lead to juggles near the corner |
| | * Can hit crouching opponents unlike regular {{clr|OD|OD Air Tatsu}} |
| | * Applies an extra 15% damage scaling to next attack when comboed into |
| | <br> |
| | These unique versions of Air Tatsu only exist as a cancel from {{clr|H|6HK}}, and in practice they function more like a grounded Tatsu. It can be hitconfirmed into fairly reliably, especially if you see the opponent stick out a low poke during your Whirlwind Kick startup. It is very unsafe if blocked, leaving Ryu point blank for a huge punish. |
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| | This move's primary use is to end juggles, most notably after a midscreen {{clr|OD|OD High Blade Kick}}. Juggling {{clr|H|6HK}} into the meterless Tatsu gives great corner carry and decent oki after a double dash. The {{clr|OD|OD Air Tatsu}} ender generally leads to the same juggle follow-ups as the non-{{clr|H|6HK}} version, and should only be used near the corner unless the extra damage is enough to secure the round. |
| }} | | }} |
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