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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|8|623MP}} | | | Combo = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|8|214MK}}/{{clr|8|236MK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Anywhere/Anywhere/Corner/Corner |
| | Damage = 3090 | | | Damage = 2560/2720<br>3176<br>3090<br>3431 |
| | Drive = 0 | | | Drive = 0<br>{{drive sf6}}<br>0<br>{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''. | | | Notes = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC DI/{{clr|9|5HK}}, ''delay'', {{clr|9|5HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|2HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|8|5MP}} > {{clr|9|214HK}} |
| | | Position = Facing Midscreen, back to Corner |
| | | Damage = 2765/3235<br>3282<br>2876 |
| | | Drive = {{drive sf6}}{{drive sf6}}<br>{{drive sf6}}{{drive sf6}}{{drive sf6}}<br>{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Punish Counter {{clr|9|Heavies}} give Ryu multiple routes to sideswap when he has his back to the corner. The best of these involve {{clr|10|OD Donkey Kick}} followed by a dash-under {{clr|7|LP Shoryuken}} as it puts the opponent closest to the corner; a delay is required for the opponent to enter an airborne state during the crumple animation, so that they can be juggled ''before'' the {{clr|10|OD Donkey Kick}} connects. Without a PC {{clr|9|5HK}}/DI crumple, an opponent can be launched from any PC {{clr|9|Heavy Punch}} into {{clr|9|HP Hashogeki}}; these same routes can also be applied to Denjin-charged {{clr|9|HP Hashogeki}}, which can combo naturally from {{clr|8|Mediums}}. |
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| }} | | }} |
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| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge. | | | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any cancelable {{clr|9|Heavy}} > {{clr|4|DRC}} {{clr|9|5HK}}, {{clr|9|5HK}}, {{clr|10|236236P}} |
| | | Position = Anywhere |
| | | Damage = 3357 |
| | | Drive = 3 |
| | | Super = 1 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = This is an optional ender for Ryu's basic {{clr|4|Drive Rush Cancel}} loop (see ''Drive Rush Combos'' below). Rather than following up {{clr|4|DRC}} {{clr|9|5HK}} with {{clr|9|5HP}} into a special cancel, follow up with a 5HK link followed by a {{clr|10|Super Art 1}} link. An excellent meter-efficient way to close out Round 1. |
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| }} | | }} |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = Max damage off a Punish Counter {{clr|9|236HK}} in the corner. Has a delay before the final {{clr|9|2HP}} in order for it to hit during its cancelable frames. For easier execution, use {{clr|8|236MK}} instead at the end. | | | Notes = Punish Counter {{clr|9|236HK}} in the corner. Has a delay before the final {{clr|9|2HP}} in order for it to hit during its cancelable frames. For easier execution, use {{clr|8|236MK}} instead at the end. |
| | Video = | | | Video = |
| }} | | }} |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Very Hard}} | | | Difficulty = {{clr|9|Very Hard}} |
| | Notes = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style. | | | Notes = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style. You can use 2HP for an extra frame of leniency when microwalking, or 2MP for the largest window (it will do less damage than the 5HP/2HP route, but will still do more damage than the standard, non-microwalk version). |
| | Video = | | | Video = |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|236HK}}, ''Denjin'' {{clr|10|214214P}} (''hold 1''), {{clr|4|PDR}}~{{clr|9|2HP}} > {{clr|4|DRC}}, dl.{{clr|9|5MP}}, {{clr|4|PDR}}~{{clr|9|4HP}} > {{clr|4|DRC}}~{{clr|9|2HP}} > {{clr|9|236HK}}, {{clr|10|236236P}} |
| | | Position = Corner |
| | | Damage = 7171 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Very Hard}} |
| | | Notes = Max damage off a Punish Counter {{clr|9|236HK}} in the corner. PC {{clr|9|236HK}} causes tumble allowing a link into ''Denjin'' {{clr|10|214214P}}, which causes tumble again when charged once, allowing a conversion into a full juggle. After the {{clr|9|5MP}} you must perform a raw parry drive rush to preserve enough meter for another drive rush cancel. The PC {{clr|9|236HK}} starter limits this combo's usage outside of large pusishes. |
| | | Video = [https://www.youtube.com/watch?v=LnpRnKnLtTg Video] |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|236HK}}, ''Denjin'' {{clr|10|214214P}} (''hold 1''), {{clr|4|PDR}}~{{clr|9|2HP}} > {{clr|4|DRC}}, dl.{{clr|9|2HP}} > {{clr|4|DRC}}~{{clr|9|2HP}} > {{clr|9|236HK}}, {{clr|10|236236P}} |
| | | Position = Corner |
| | | Damage = 7118 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Easier version of above combo sacrificing less than 60 damage to forgo the raw {{clr|4|PDR}} during the juggle. |
| | | Video = [https://www.youtube.com/watch?v=5FgFN_zNdm4 Video] |
| }} | | }} |
| }} | | }} |