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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = (A[{{clr|1|L}}] / {{clr|1|5L}} ~ {{clr|1|2L}}) > {{clr|1|214L}} ( > {{clr|10|2HS}} ) | | | Combo = (A[{{clr|1|L}}] / {{clr|1|5L}} ~ {{clr|1|2L}}) > {{clr|1|214L}} ( > {{clr|10|236236H}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 860/1030/3030 | | | Damage = 860/1030/3030 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = A[ {{clr|2|M}} ~ {{clr|2|M}} ~ {{clr|2|M}} ], ( ''w/ Denjin charge, corner-only'') {{clr|3|6H}} > 214X | | | Combo = A[ {{clr|2|M}} ~ {{clr|5|M}} ~ {{clr|10|M}} ], ( ''w/ Denjin charge, corner-only'') {{clr|3|6H}} > 214X |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3730 / 4900 | | | Damage = 3730 / 4900 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = A[ {{clr|3|H}} ~ {{clr|2|H}} ~ {{clr|2|H}} ~ {{clr|10|H}} ] |
| | Position = ## | | | Position = ## |
| | Damage = ## | | | Damage = ## |
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| | Super = ## | | | Super = ## |
| | Difficulty = ## | | | Difficulty = ## |
| | Notes = ## | | | Notes = Modern Ryu's {{clr|3|Heavy}} Auto-Combo is equivalent to A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > {{clr|2|214M}} > {{clr|10|236236H}}. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ], ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} ) |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = Due to Modern Ryu lacking {{clr|9|5HK}} and {{clr|9|4HP}}, his combos involving {{clr|3|Heavy}} normals are much less versatile than on Classic. Much of his combo potential in Modern revolves around A[ {{clr|3|H}} ]. The simplest such example is this combo featuring Ryu's Auto normals being linked in descending order of strength. Alternatively, {{clr|2|M Tatsu}} can be canceled into from A[ {{clr|1|L}} ] instead of completing the Auto-Combo. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}} |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = Stopping the descending Auto-Combo pattern at A[ {{clr|2|M}} ] allows for extended combos with either {{clr|5|OD Donkey Kick}} or ''Denjin''-charged Hashogeki. {{clr|4|Parry Drive Rush}} can also be used to extend combos from non-{{clr|5|OD}} Denjin-Charged Hashogeki. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|3|6H}} > 214X |
| | | Position = ## |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = Much like {{clr|3|5H}}, {{clr|3|6H}} is a confirmable normal, and can be combo into Aerial Tatsu on hit. Failing to confirm this normal will leave Ryu extremely punishable at close-range. |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = CH {{clr|3|5H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>CH {{clr|3|5H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|2S}} ], {{clr|3|623H}} / {{clr|10|236236L}} |
| | Position = ## | | | Position = Anywhere/Corner |
| | Damage = ## | | | Damage = ## |
| | Drive = ## | | | Drive = ## |
| | Super = ## | | | Super = ## |
| | Difficulty = ## | | | Difficulty = ## |
| | Notes = ## | | | Notes = On Counter-Hit, {{clr|3|5H}} has frame advantage of +6, allowing Ryu's far-reaching A[ {{clr|1|L}} ] to combo into either its full Auto-Combo or a {{clr|2|4S}} ender. Both of these give excellent oki opportunities in the corner, and as {{clr|3|5H}} is an excellent meaty attack, opportunities to land this combo should be easy to find in matches. While in the corner itself, a combo extension with {{clr|5|OD Tatsu}} is also available |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = PC {{clr|3|5H}}, {{clr|2|2M}} > ( {{clr|2|4S}} / {{clr|2|2S}} / A[ {{clr|5|4S}} ], {{clr|3|623H}} ) |
| | Position = ## | | | Position = Anywhere/Corner |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = {{clr|3|5H}} has pretty excellent range, and in those situations where it lands as a Punish Counter from farther out, it is possible to link {{clr|2|2M}} afterwards to make the most of the opportunity. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|1|214L}}, {{clr|2|623M}} |
| | | Position = Anywhere/Corner |
| | | Damage = ## |
| | | Drive = ## |
| | | Super = ## |
| | | Difficulty = ## |
| | | Notes = {{clr|3|H Hashogeki}} does not naturally combo out of Ryu's {{clr|3|Heavy}} normals, but on Punish Counter it will combo out of both {{clr|3|5H}} and {{clr|3|2H}}. This is most easily achieved following a Perfect Parry. However, without access to the 7-frame {{clr|9|4HP}}, Modern Ryu may struggle to punish certain attacks on Perfect Parry, such as safe jabs, with this sequence and may be forced to use a punish combo starting from a {{clr|2|Medium}} attack instead. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|6H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>PC {{clr|3|6H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|2S}} ], {{clr|3|623H}} / {{clr|10|236236L}} |
| | | Position = Anywhere/Corner |
| | Damage = ## | | | Damage = ## |
| | Drive = ## | | | Drive = ## |
| | Super = ## | | | Super = ## |
| | Difficulty = ## | | | Difficulty = ## |
| | Notes = ## | | | Notes = The same links from a Counter-Hit {{clr|3|5H}} are available when {{clr|3|6H}} lands as a Punish Counter. As {{clr|3|6H}} has low-crush properties, this can happen quite often, especially vs players that are overly comfortable with pressing their character's low pokes |
| |}} | | |}} |
| }} | | }} |