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| Alternative combo routings for Ryu when using the Modern control scheme, assembled by Pixelguin | | Alternative combo routings for Ryu when using the Modern control scheme, assembled by Pixelguin |
| <tabber> | | <tabber> |
| |-|Meterless Combos= | | |-|Light Starter= |
| |-|Metered Combos= | | {{SF6-ComboTable |
| |-|Denjin Combos= | | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|5L}} > {{clr|9|623H}}/{{clr|3|6S}} |
| | | Position = Anywhere |
| | | Damage = 1490/1322 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Your basic light confirm into {{clr|3|H Shoryuken}}. Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|5L}}/{{clr|1|2L}}. The simplified input {{clr|3|6S}} does less damage than the manual input. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|2L}} > {{clr|2|4S}}/(A[{{clr|5|4S}}], {{clr|3|623H}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 1130/1830 |
| | | Drive = 0/2 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|2L}}, and can only access {{clr|8|M Tatsu}}//{{clr|10|OD Tatsu}} with the {{clr|2|4S}}/A[{{clr|5|4S}}] input ({{clr|1|L Tatsu}} and {{clr|3|H Tatsu}} are both unavailable). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|5L}} ~ {{clr|1|5L}} ~ {{clr|1|2L}} > {{clr|2|4S}} |
| | | Position = Anywhere |
| | | Damage = 1230 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Due to Modern Ryu not having immediate access to {{clr|7|2LP}}, his only readily-available 4-frame normal is {{clr|1|5L}}. This can be chained into {{clr|1|2L}} to make the combo into {{clr|2|4S}} possible. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[{{clr|1|L}} ~ {{clr|1|L}}] |
| | | Position = Anywhere |
| | | Damage = 1180 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu's {{clr|1|Light}} Assisted-Combo, equivalent to {{clr|7|5LK}} > {{clr|7|236LK}}. This assisted-combo is the only way that Modern Ryu can access {{clr|7|236LK}}, an important tool that gives a safe-jump setup in the corner. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = (A[{{clr|1|L}}] / {{clr|1|5L}} ~ {{clr|1|2L}}) > {{clr|1|214L}} ( > {{clr|10|2HS}} ) |
| | | Position = Anywhere |
| | | Damage = 860/1030/3030 |
| | | Drive = 0 |
| | | Super = 0/3 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = All versions of Ryu's Hashogeki are available with a manual input and a corresponding {{clr|1|L}}, {{clr|2|M}} or {{clr|3|H}} input. As well as being crucial for burn-out loops, any cancelable {{clr|1|L}} normal into {{clr|1|L Hashogeki}} is a confirm into {{clr|10|Super Art 3}}. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|1|5L}}, ( A[{{clr|1|L}} ~ {{clr|1|L}}] / A[{{clr|1|L}}] > {{clr|2|4S}} ) |
| | | Position = Anywhere |
| | | Damage = 1160/1370 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Counter-hit fishing with Modern Ryu's 4-frame {{clr|1|5L}} into A[{{clr|1|L}}] can vastly expand the possible combo routes... |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|1|5L}}, A[{{clr|2|M}}] > ( {{clr|2|2S}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1512/2138 |
| | | Drive = 0/2 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = ...including into {{clr|2|Medium}} links for higher-damage extensions. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|1|5L}}, {{clr|2|2M}} > ({{clr|2|4S}} / {{clr|3|623H}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1320/1740/2058 |
| | | Drive = 0/2 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Modern Ryu gets much the same combo routes as Classic Ryu does from a Punish Counter {{clr|1|5L}}, the only difference being some damage reduction on {{clr|2|M Tatsu}} and {{clr|5|OD Donkey Kick}} due to having to use the simplified input to access those moves. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC A[{{clr|1|L}}] > ( {{clr|2|2S}} / (A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} / ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1128/1902/2500 |
| | | Drive = 0/2 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Punish Counter enables links from A[{{clr|1|L}}] into Ryu's {{clr|5|OD}} specials, useful for moves that leave the opponent at -5 or worse but can be spaced beyond {{clr|1|5L}}'s range (e.g. Bison's {{clr|1|L}} and {{clr|2|M}} Scissor Kicks). This also creates strong cashouts for Ryu's Denjin Charge if it is stocked. |
| | |}} |
| | }} |
| | |-|Medium Starter= |
| | {{SF6-ComboTable |
| | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| | |-|Heavy Starter= |
| | {{SF6-ComboTable |
| | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ## |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = ## |
| | |}} |
| | }} |
| </tabber> | | </tabber> |
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