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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5lp}} | | {{AttackDataCargo-SF6/Query|ryu_5lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Frame data is mostly identical to 2LP, but 5LP is the preferred chain for countering Drive Impact since it has lower recovery. Can get a 3-hit light confirm with 5LP x3.
| | Very similar to {{clr|L|2LP}} in terms of frame data, though {{clr|L|5LP}} has more range making it the ideal 4f punish starter. The extra active frame also makes it easier to land as a meaty, and it is slightly safer on Perfect Parry which can limit the opponent's punish options. Against {{clr|DR|Drive Impact}}, {{clr|L|5LP}} recovers faster due to its lower recovery, making it the safer chain option. |
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| | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|DR|Drive Rush}} light, this chain can be up to 4 hits. {{clr|L|5LP}} does have slightly more pushback than {{clr|L|2LP}}, though this rarely matters in practice. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5mp}} | | {{AttackDataCargo-SF6/Query|ryu_5mp}} |
| * '''Cancel Hitconfirm Window:''' 16f (18f TC) | | * '''Cancel Hitconfirm Window:''' 16f / 18f (TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB |
| <br> | | <br> |
| Ryu's main combo starter, but the distance after a hit can make the followups a bit finicky. The Fuwa Triple Strike target combo is the most consistent ender and is easier to hitconfirm, but does fairly low damage. | | Ryu's main combo starter, but the distance after a hit can make the follow-ups a bit finicky. The Fuwa Triple Strike target combo is the most consistent ender and is easier to hitconfirm, but does fairly low damage. |
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| The link into 4HP only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into 5MP or 2MP works from slightly farther out. On Counterhit, 5MP can link into 2HP if close enough (for example, blocked Drive Rush 5LP > CH 5MP links into 2HP, but without the Drive Rush Ryu will be too far away). | | The link into {{clr|H|4HP}} only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into {{clr|M|5MP}} or {{clr|M|2MP}} works from slightly farther out. On {{clr|PC|Counter-hit}}, {{clr|M|5MP}} can link into {{clr|H|2HP}} if close enough (for example, blocked {{clr|DR|DR~}}{{clr|L|5LP}}, {{clr|M|CH 5MP}} links into {{clr|H|2HP}}, but without the {{clr|DR|Drive Rush}} Ryu will be too far away). |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5hp|caption="Don't push a button, you won't get punished." -Pokchop}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_5hp}} | | {{AttackDataCargo-SF6/Query|ryu_5hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 19f (22f TC) | | * '''Cancel Hitconfirm Window:''' 19f / 22f (TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you stagger the opponent on block while confirming into big damage on hit. Has the same startup but even more range than Ken's 5HP, making it superior in a vacuum; but since Ryu's offense isn't exactly on the same level, it may not compliment his gameplan quite as much. Forces stand on hit, letting you go into 5HK either with the 5HP~5HK target combo or with a link later on in the combo. | | A safe, aggressive poke with a generous cancel window, letting you run stagger pressure while confirming into big damage on hit. |
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| | The move is {{sf6-adv|VP|+4}} on hit, allowing you to link into either {{clr|L|5LP}} or {{clr|L|2LP}}, and into {{clr|M|5MP}} or {{clr|M|2MP}} on {{clr|PC|Counter-hit}}. On {{clr|PC|Punish Counter}} you can cancel to Heavy Hashogeki ({{clr|H|214HP}}) or link into {{clr|M|2MK}}, both of which allow for great conversions. |
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| | Because it forces stand, Ryu can always hitconfirm into his {{clr|H|5HP}}~{{clr|H|HK}} Target Combo for a Denjin Charge, or cancel into {{clr|DR|DR~}}{{clr|H|5HK}} for high-damage extensions. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_5lk}} | | {{AttackDataCargo-SF6/Query|ryu_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers | | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| A quick bufferable poke used for punishing and harassing the opponent at mid range. It doesn't work in light confirms, but its range is useful for converting from buttons like 2MP when nothing else will reach. The ability to combo into OD High Blade Kick or OD Denjin Hashogeki as a punish makes it quite powerful. | | A quick bufferable poke used for punishing and harassing the opponent at mid range. It can't be linked into from other light normals, but its range is useful for converting from buttons like {{clr|M|2MP}} when nothing else will reach. |
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| | Optimal cancel routes from {{clr|L|5LK}} depend on spacing and how the move connects: |
| | * Combos naturally: Shoryuken (close range), {{clr|OD|Denjin/OD Hadoken}}, {{clr|L|LK High Blade Kick}}, {{clr|L|LK}}/{{clr|M|MK}}/{{clr|OD|OD}} Tatsu, {{clr|L|LP Hashogeki}}, any {{clr|SA|Super}} |
| | * {{clr|PC|Counter-hit}} only: {{clr|OD|OD High Blade Kick}} |
| | * {{clr|PC|Punish Counter}} only: {{clr|H|HK Tatsu}}, {{clr|M|MK}} High Blade Kick, {{clr|M|MP}}/{{clr|OD|OD}} Hashogeki, {{clr|OD|OD Denjin Hashogeki}} |
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| | The {{clr|PC|Punish Counter}} conversion into {{clr|OD|OD High Blade Kick}} or {{clr|OD|OD Denjin Hashogeki}} are particularly noteworthy due to the high damage potential afterwards. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5Mk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5mk}} | | {{AttackDataCargo-SF6/Query|ryu_5mk}} |
| | * Front leg hurtbox is raised on frames 4-11 |
| <br> | | <br> |
| Standard mid-range poke.
| | A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into {{clr|SA|SA1}} on a successful whiff punish. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5Hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=Bring Lo' The Reversal Throw and Shoryken}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hk}} |
| * Whiffs on crouching opponents | | * {{clr|PC|Punish Counter}}: KD +84 Crumple ({{sf6-adv|VP|+11}} before becoming airborne) |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Punish Counter: Crumple KD +94 (+11 before becoming airborne) | | * Whiffs on crouching opponents unless they extend a vertical hurtbox |
| | * 2f extra recovery on block |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| Fairly good anti-air from mid-long range due to its juggle properties. 5HK has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. | | Fairly good anti-air from mid-long range due to its juggle properties. {{clr|H|5HK}} has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. An outstanding whiff punish and shimmy tool. A star blows up every time you {{clr|PC|Punish Counter}} with this button. |
| }} | | }} |
| | | <br> |
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| === Crouching Normals === | | === Crouching Normals === |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 5/2L~2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2lp}} | | {{AttackDataCargo-SF6/Query|ryu_2lp}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 11f | | * '''Cancel Hitconfirm Window:''' 11f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than 5LP when chaining against Drive Impact armor.
| | A fast light normal similar to {{clr|L|5LP}}; in comparison, {{clr|L|2LP}} has less range and fewer active frames. It is also slightly worse than {{clr|L|5LP}} when chaining against {{clr|DR|Drive Impact}} armor. Its advantages are that it has slightly less pushback and more hitstun which allow for combos into {{clr|M|Medium Tatsu}} and {{clr|L|Light High Blade Kick}}. Since Ryu is crouching during the animation, it could also cause certain attacks to whiff, such as Guile attempting a meaty {{clr|H|6HP}} on your wakeup. |
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| | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|DR|Drive Rush}} light, this chain can be up to 4 hits. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2mp|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_2mp}} | | {{AttackDataCargo-SF6/Query|ryu_2mp}} |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | * Topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block. | | Decent button for applying pressure. Links into {{clr|L|5LK}} consistently, and is a great button to use after {{clr|DR|Drive Rush}} for frame advantage on block. Due to its fast speed and disjoint, it's a useful button for checking an opponent's raw {{clr|DR|Drive Rush}}. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_2hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hp}} | | {{AttackDataCargo-SF6/Query|ryu_2hp}} |
| | * '''Anti-Air Invuln:''' 9f (Fist), 10-14f (Head); cannot hit cross-up |
| * Forces stand on hit | | * Forces stand on hit |
| * Only the 1st active frame is cancelable | | * Only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only |
| * '''Cancel Hitconfirm Window:''' 18f | | * Active frames 2-5 have 5f less hitstun (can be punishable if used as a meaty) |
| | * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+9}} oB |
| <br> | | <br> |
| Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after Counterhit/Punish Counter 5MP, but the short range can make this a little inconsistent. Very unsafe on block. | | Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after {{clr|PC|Counter-hit/Punish Counter}} {{clr|M|5MP}}, but the short range can make this a little inconsistent. Very unsafe on block. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2lk}} | | {{AttackDataCargo-SF6/Query|ryu_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into 5LP or 2LP. | | Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into {{clr|L|5LP}} or {{clr|L|2LP}}. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=110px|ryu_2mk|caption=Distilled Footsies}} | | {{MoveDataCargoImage|imageHeight=110px|ryu_2mk|caption=Distilled Footsies}} |
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| {{AttackDataCargo-SF6/Query|ryu_2mk}} | | {{AttackDataCargo-SF6/Query|ryu_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Combos into most specials consistently, but requires Counterhit, Punish Counter, or Drive Rush to combo into a meterless Denjin Hashogeki. | | The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy's having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Canceling into {{clr|DR|Drive Rush}} lets Ryu transition from neutral to offense, leading to solid damage and corner carry on hit or a strike/throw mixup on block. |
| | |
| | Some other useful cancel routes are: |
| | * 236P - low risk, low reward poking tool; safe if the opponent tries to {{clr|DR|Drive Impact}} between the hits |
| | * {{clr|M|236MK}} - relatively safe at max range (depending on opponent's punish tools) and good knockdown ender |
| | * {{clr|H|Denjin 214HP}} - rewarding on hit and great advantage on block; interruptible unless starting with {{clr|DR|Drive Rush}}, but not on reaction |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=110px|ryu_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|ryu_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hk}} | | {{AttackDataCargo-SF6/Query|ryu_2hk}} |
| * Counterhit/Punish Counter: +47 HKD | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 |
| * Has some juggle potential; no longer HKD when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing) | | * On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing) |
| <br> | | <br> |
| A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challening. | | A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. |
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| Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer range). | | Gives enough advantage on {{clr|PC|Punish Counter}} to go for a Denjin charge and be only {{sf6-adv|VM|-5}}; whether this is useful depends on your positioning and the opponent's 5f attack range. |
| }} | | }} |
| | <br> |
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| ===Jumping Normals=== | | ===Jumping Normals=== |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_jlp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jlp}} | | {{AttackDataCargo-SF6/Query|ryu_jlp}} |
| * Can hit as fuzzy Instant Overhead | | * Can be used as a fuzzy instant overhead |
| <br> | | <br> |
| The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round. | | A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Shoryuken. |
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| | The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the {{clr|L|j.LP}} to connect. This is high risk and should only ever be attempted if it is certain to end the round. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmp}} | | {{AttackDataCargo-SF6/Query|ryu_jmp}} |
| * Both hits are cancelable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Both hits are cancelable and put airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Shifts Ryu's hurtbox upward during startup |
| <br> | | <br> |
| Ryu's best air-to-air since it causes a knockdown. The followup juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. | | Ryu's most rewarding air-to-air since it causes a knockdown. The follow-up juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. |
| }} | | }} |
|
| |
|
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|ryu_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|ryu_jhp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jhp}} | | {{AttackDataCargo-SF6/Query|ryu_jhp}} |
| * Spike knockdown on Counterhit/Punish Counter vs. airborne opponents | | * Spike knockdown on {{clr|PC|Counter-hit/Punish Counter}} vs. airborne opponents |
| <br> | | <br> |
| Jumpin with a good downward reaching hitbox.
| | Jump-in with a good downward reaching hitbox for closer range jumps and throw baits. |
| }} | | }} |
|
| |
|
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_jlk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jlk}} | | {{AttackDataCargo-SF6/Query|ryu_jlk}} |
| * Can hit crossup | | * Can hit cross-up |
| <br> | | <br> |
| Has a fairly narrow crossup hitbox and limited combo potential on hit. Due to its low blockstun, Ryu can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal. | | Has a fairly narrow cross-up hitbox and limited combo potential on hit. Due to its low blockstun, Ryu can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal. |
| }} | | }} |
|
| |
|
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|ryu_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|ryu_jmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmk}} | | {{AttackDataCargo-SF6/Query|ryu_jmk}} |
| * Can hit crossup | | * Can hit cross-up |
| | * Shifts Ryu's hurtbox upward during startup |
| <br> | | <br> |
| The better of Ryu's crossup buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo followups. | | The better of Ryu's cross-up buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo follow-ups. |
| }} | | }} |
|
| |
|
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|ryu_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|ryu_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jhk}} | | {{AttackDataCargo-SF6/Query|ryu_jhk}} |
| Great hitbox makes it a threat at mid-long ranges. | | Great hitbox makes it a threat at mid-long ranges, like when jumping over a fireball. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
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| | title = Collarbone Breaker | | | title = Collarbone Breaker |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6mp}} | | {{AttackDataCargo-SF6/Query|ryu_6mp}} |
| * 2-hit overhead; Counterhit/Punish Counter bonus advantage applies to both hits | | * 2 hits; if 1st hit is blocked, 2nd hit is no longer an overhead |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| <br> | | <br> |
| A standard overhead that can link into 5MP or 2MP when used after Drive Rush. A regular counterhit can still link into a 4f light, but regular hits do not allow for followup links. | | A fast overhead that allows follow-up combos when used after {{clr|DR|Drive Rush}}. Ryu can also link into light normals after a {{clr|PC|Counter-hit}} or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. |
| | |
| | While Ryu is {{sf6-adv|P|+3}} when the opponent blocks {{clr|DR|DR~}}{{clr|M|6MP}}, he is out of throw range making it hard to press a real mixup. When hitting a crouching opponent at point blank, he can link into {{clr|H|4HP}} for a powerful combo extension that forces the opponent to stand. However, if the opponent somehow gets hit while standing, {{clr|H|4HP}} will whiff; for a more guaranteed combo ender, you can instead use {{clr|M|2MP}} > {{clr|M|236MK}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} for a Denjin stock. |
| }} | | }} |
|
| |
|
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| | title = Solar Plexus Strike | | | title = Solar Plexus Strike |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counterhit/Punish Counter bonus advantage applies to both hits | | * 2 hits; {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * If 1st hit connects on extended hurtbox and 2nd hit whiffs, becomes {{sf6-adv|VP|+6}} on {{clr|PC|CH}} / {{sf6-adv|VP|+8}} on {{clr|PC|PC}} |
| * Good meaty off strong knockdowns
| | * 1st hit puts airborne opponents into {{sf6-jug|free juggle}} state |
| | ** This allows the 2nd hit to immediately connect to prevent Ryu from being punished on hit |
| | <br> |
| | A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. |
|
| |
|
| A powerful advancing command normal that is plus on block and combos to 5MP or 2MP on hit, and even stronger combos on Counterhit/Punish Counter. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback.
| | The {{sf6-adv|P|+3}} block advantage is enough to continue your pressure with a {{clr|M|5MP}} or {{clr|M|2MP}} without being interrupted by an non invulnerable option, but the move leaves you too far away to initiate a throw mixup without walking. It can be up to {{sf6-adv|VP|+5}} on block if spaced out, but this also results in more pushback. After a {{clr|DR|DR~}}{{clr|H|6HP}} at point blank, Ryu can microwalk for a throw that beats 4f normals, but the timing is very strict. |
| | |
| | Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and on {{clr|PC|Counter-hit/Punish Counter}} you can easily react with a stronger combo route. It is very susceptible to {{clr|DR|Drive Impact}}, however, so it shouldn't be overly relied upon. |
| }} | | }} |
|
| |
|
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| | title = Short Uppercut | | | title = Short Uppercut |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=Your key to corner damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_4hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_4hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_4hp}} | | {{AttackDataCargo-SF6/Query|ryu_4hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * Only 1st active frame is cancelable | | * 8f less hitstun on active frames 2-4 (can be unsafe with meaty timing) |
| * '''Cancel Hitconfirm Window:''' 17f | | * () refers to hit/block recovery on 1st active frame only |
| | * '''Cancel Hitconfirm Window:''' 17f (1st active frame only) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB |
| <br> | | <br> |
| Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like OD Hadoken/Hashogeki. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable. | | Ryu's fastest heavy normal, but has fairly short range making it finicky in combos without {{clr|DR|Drive Rush}} momentum. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like {{clr|OD|OD Hadoken/Hashogeki}}. |
| | |
| | Can be used as an anti-air, but the hitbox makes it a little inconsistent against strong air normals; stick with {{clr|H|2HP}} for a more reliable normal. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">4HK</font>===== |
| | {{MoveDataCargo |
| | | title = Axe Kick |
| | | subtitle = |
| | | input = {{Classic_sf6}} 4HK<br>{{Modern_sf6}} 4H |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|ryu_4hk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4hk|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|ryu_4hk|2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|ryu_4hk}} |
| | * 2 hits; () refers to startup of 2nd hit only |
| | * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * 2nd hit puts airborne opponents into OTG Bounce state |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB |
| | <br> |
| | Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At {{sf6-adv|VM|-4}} it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. |
| | |
| | Though risky, using it as an AA has decent reward due to the 2nd hit's ground bounce, which can juggle into a move like {{clr|H|HP Shoryuken}} or {{clr|M|MK High Blade Kick}}. In some rare cases, a high connect only allows the 1st hit to juggle; in this case, an immediate cancel into Shoryuken or a Tatsu will also work. |
| }} | | }} |
|
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|
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| | title = Whirlwind Kick | | | title = Whirlwind Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hk}} | | {{AttackDataCargo-SF6/Query|ryu_6hk}} |
| * '''Low Crush''' 13-19f | | * '''Low Crush''' 13-20f (not airborne) |
| * Cancelable on hit/block into OD Air Tatsu only | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 19f | | * '''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 if you want to spend the meter on OD Air Tatsu. Generally safe on block with pushback. | | 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 {{clr|PC|Punish Counter}}, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. |
| | |
| | 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. |
| | |
| | {{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. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">4HK</font>===== | | ======<font style="visibility:hidden; float:right">6HK~214K</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Axe Kick | | | title = Aerial Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = (6HK cancel) |
| | input = 4HK | | | input = {{Classic_sf6}} 6HK~214K<br>{{Modern_sf6}} 6H~S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=Shades of Evil Ryu}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4hk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=95px|ryu_4hk|2|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 = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4hk}} | | {{AttackDataCargo-SF6/Query|ryu_6hk_214k}} |
| * 1st hit forces stand, puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * '''Airborne''' 1-26f ({{FKD}} state); the last frame of landing recovery is in a crouching state |
| * 2nd hit knocks down vs. airborne opponents | | * Does not lead to follow-up juggles like regular Air Tatsu |
| * Counterhit/Punish Counter bonus advantage applies to both hits
| | {{AttackDataCargo-SF6/Query|ryu_6hk_214kk}} |
| * '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only) | | * '''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> | | <br> |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate followup on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup.
| | 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. |
| | |
| | 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
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| | title = High Double Strike | | | title = High Double Strike |
| | subtitle = | | | subtitle = |
| | input = 5HP~HK | | | input = {{Classic_sf6}} 5HP~HK<br>{{Modern_sf6}} 5H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} |
| * HK whiffs on crouch blocking opponents (-18) | | * {{clr|H|HK}} whiffs on crouch blocking opponents ({{sf6-adv|VM|-18}}) |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| Ryu generally gets better combo enders from 5HP, but the HK is much easier to hitconfirm on reaction. The HK will always connect on hit since 5HP forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. | | Ryu generally gets better combo enders from {{clr|H|5HP}}, but the {{clr|H|HK}} is much easier to hitconfirm on reaction than a special move. The {{clr|H|HK}} will always connect on hit since {{clr|H|5HP}} forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. |
| | |
| | On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. If this Target Combo is juggled into, Ryu's KD advantage can be slightly better than the usual {{sf6-adv|VP|+7}}. |
| }} | | }} |
|
| |
|
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| | title = Fuwa Triple Strike | | | title = Fuwa Triple Strike |
| | subtitle = | | | subtitle = |
| | input = 5MP~LK~HK | | | input = {{Classic_sf6}} 5MP~LK~HK<br>{{Modern_sf6}} 5M~M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} |
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| * '''Cancel Hitconfirm Window:''' 35f (TC) | | * '''Cancel Hitconfirm Window:''' 35f (TC) |
| {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} |
| * 6f gap before final hit on block | | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| | * Leaves a 3f blockstring gap before final hit on block |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| A relatively weak target combo, but it's easier to confirm from 5MP than a special move. Also has some utility near max 5MP range where other followups can whiff. | | A relatively weak target combo, but it's easier to confirm from {{clr|M|5MP}} than a special move. Also has some utility near max {{clr|M|5MP}} range where other follow-ups can whiff. However, the {{clr|L|LK}} can whiff if {{clr|M|5MP}} hits on an extended limb hurtbox. |
| | |
| | At close range, Ryu is punishable after {{clr|M|5MP}}~{{clr|L|LK}}, but it's fairly easy to space safely against most characters. For example, about half the cast cannot punish the blocked sequence {{clr|DR|DR~}}{{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|L|LK}} with their 4f normal, and the sequence {{clr|H|6HP}}, {{clr|M|5MP}}~{{clr|L|LK}} cannot be punished by anyone (although it is vulnerable to DI). Opponents unaware of this fact can be baited into a spacing trap as they whiff their attempted punish. |
| | |
| | On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_lplk}} | | {{AttackDataCargo-SF6/Query|ryu_lplk}} |
| * Has access to corner throw loops without walking or dashing; throw must be manually timed | | * {{clr|PC|Punish Counter}}: HKD +17 |
| * Punish Counter: +18 HKD
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | Ryu has a great corner throw loop that requires no additional movement. Whiffing {{clr|L|5LP}} will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. Manual timing also allows Ryu to walk back to threaten a shimmy. |
| | |
| | Midscreen, Ryu can chase the opponent with an auto-timed {{clr|DR|Drive Rush}} into {{clr|M|5MP}}/{{clr|M|2MP}}, leaving him {{sf6-adv|VP|+4~5}} on block and allowing a link to {{clr|H|5HP}} on hit. He can also slightly delay a {{clr|L|5LP}} to set up a frame trap or tick throw. Opponents who respect these options or attempt to Perfect Parry can be conditioned to eat a follow-up throw instead. |
| }} | | }} |
|
| |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4lplk}} | | {{AttackDataCargo-SF6/Query|ryu_4lplk}} |
| * Side switches | | * Side switch |
| * Punish Counter: +11 HKD | | * {{clr|PC|Punish Counter}}: HKD +11 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | Ryu is left too far away for any follow-up oki after switching sides, even in the corner. |
| }} | | }} |
| | | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_hphk}} | | {{AttackDataCargo-SF6/Query|ryu_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.541 (1.491 movement + 1.05 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|2HP}}/{{clr|H|4HP}} or {{clr|PC|Punish Counter}} {{clr|H|4HK (2nd)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * 5HP: 6[2] | | * {{clr|H|5HP}}: 6[2] |
| * 4HK (2nd): 7[3] | | * {{clr|H|4HK (2nd)}}: 7[3] |
| * 2HP: 8[4] | | * {{clr|H|2HP}}: 8[4] |
| * 2MP: 10[6] | | * {{clr|M|2MP}}: 10[6] |
| * 4HP: 11[7] | | * {{clr|H|4HP}}: 11[7] |
| * 5MP, 2MK, 4HK (1st): 13[9] | | * {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|H|4HK (1st)}}: 13[9] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|H|4HK (2nd)}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|H|4HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
|
| |
|
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_6hphk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hphk}} | | {{AttackDataCargo-SF6/Query|ryu_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 1.675; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|ryu_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 1.675; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
| |
|
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_mpmk|caption=}} |
Line 523: |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_mpmk}} | | {{AttackDataCargo-SF6/Query|ryu_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_66}} | | {{AttackDataCargo-SF6/Query|ryu_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to Parry Drive Rush. | | * 1-bar version performed out of Parry |
| * Distance:
| | * Startup is 1+8 immediately after successful Parry |
| ** 0.525 (min, cancel into immediate Throw)
| | {{AttackDataCargo-SF6/Query|ryu_mpmk_66_drc}} |
| ** 1.878 (min, earliest blocking/movement frame)
| | * 3-bar version performed on hit/block from a cancelable normal |
| ** 3.628 (max, final DR frame)
| | ** Can also be performed from whiffed cancelable light normals |
| * See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.525 (min, cancel into immediate Throw) |
| | * 1.878 (min, earliest blocking/movement frame) |
| | * 3.628 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
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| | title = Denjin Charge | | | title = Denjin Charge |
| | subtitle = | | | subtitle = |
| | input = 22P | | | input = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_22p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_22p|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_22p}} | | {{AttackDataCargo-SF6/Query|ryu_22p}} |
| * Charges up the next [[#Hadoken (Denjin 236P)|Hadoken]], [[#Hashogeki (Denjin 214P)|Hashogeki]], [[#Level 1 Super (236236P)|Shinku Hadoken]], or [[#Level 2 Super (214214P)|Shin Hashogeki]] into a more powerful Denjin version | | * Charges up the next [[#Hadoken (Denjin 236HP)|{{clr|H|HP}}/{{clr|OD|OD}} Hadoken]], [[#Hashogeki (Denjin 214HP)|{{clr|H|HP}}/{{clr|OD|OD}} Hashogeki]], [[#Level 1 Super (236236P)|{{clr|SA|SA1}}]], or [[#Level 2 Super (214214P)|{{clr|SA|SA2}}]] into a more powerful Denjin version |
| * Increases damage, and may change frame advantage, knockdown advantage, or number of hits | | * Increases damage, and may change frame advantage, knockdown advantage, or number of hits |
| | * Can be performed after {{clr|H|5HP}}~{{clr|H|HK}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} by inputting 2P on hit only |
| | * Denjin stock is granted on frame 50; Ryu is in a {{clr|PC|Counter-hit}} state for the entire duration |
| * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds | | * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds |
| <br> | | <br> |
| Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be weary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as OD Denjin Charge Hadoken, OD Tatsu, or HK High Blade Kick, and it's almost always safe after midscreen MK High Blade Kick too. | | Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be wary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as {{clr|OD|OD Denjin Charge Hadoken}}, {{clr|OD|OD Tatsu}}, or {{clr|H|HK High Blade Kick}}. It's usually safe against midscreen {{clr|M|MK High Blade Kick}} too. |
| | |
| | Both of Ryu's Target Combos give him the option to end in a Denjin Charge on hit with a different input (2P). This sacrifices any possible midscreen oki, but in the corner he can gain the Denjin stock while still maintaining his offense. |
| }} | | }} |
|
| |
|
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hadoken | | | title = Hadoken |
| | subtitle = | | | subtitle = Fireball |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_236lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236lp}} | | {{AttackDataCargo-SF6/Query|ryu_236lp}} |
| * 1-hit projectile, slow speed | | * Slow 1-hit projectile; '''Projectile Speed:''' 0.055 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mp}} | | {{AttackDataCargo-SF6/Query|ryu_236mp}} |
| * 1-hit projectile, medium speed | | * Medium-speed 1-hit projectile; '''Projectile Speed:''' 0.070 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hp}} | | {{AttackDataCargo-SF6/Query|ryu_236hp}} |
| * 1-hit projectile, fast speed | | * Fast 1-hit projectile; '''Projectile Speed:''' 0.085 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236pp}} | | {{AttackDataCargo-SF6/Query|ryu_236pp}} |
| * 2-hit projectile, fast speed; has juggle potential | | * Fast 2-hit {{clr|OD|OD}} projectile; '''Projectile Speed:''' 0.095 |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit
| | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| | * Allows the use of {{clr|SA|SA1}} while {{clr|OD|236PP}} is still on-screen |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Ryu's iconic fireball used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction. OD Hadoken can also juggle in the corner with a PDR Normal. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through his fireball game. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. |
| | |
| | {{clr|L|LP Hadoken}} is the safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. {{clr|M|MP Hadoken}} is slightly faster, and can throw off the opponent's parry timing because they most likely expect a slower or faster fireball. One big advantage to these two versions is that Ryu can use them even with a Denjin stock, making the opponent guess when the 2-hit fireball is coming. |
| | |
| | {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. |
| | |
| | {{clr|OD|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The faster recovery makes it extremely hard for opponents to jump over, even as a prediction. On hit, the knockdown time lets Ryu perform a Denjin Charge or move forward for oki. If the opponent is cornered and ~1/3 screen away, Ryu can pick up {{clr|DR|Drive Rush}} juggles into light normals; from a bit farther away, he can get medium and heavy normals as well. He can also juggle into {{clr|SA|SA1}} on reaction against cornered opponents, and even midscreen opponents under certain conditions. In general, a 2-light confirm or a {{clr|PC|Counter-hit}} light into medium confirm leaves Ryu close enough for this juggle. Additionally, {{clr|M|2MK}} and {{clr|H|5HP}} move forward during the cancel window, allowing the {{clr|OD|236PP}} > {{clr|SA|SA1}} juggle to work more consistently. |
| | |
| | A ranged cancel from {{clr|M|2MK}}, {{clr|M|2MP}}, or {{clr|H|5HP}} into {{clr|H|HP Hadoken}} will always be a true blockstring, while {{clr|M|MP Hadoken}} can leave small gaps; {{clr|L|LP Hadoken}} leaves much larger gaps in ranged cancels that can allow more armored or anti-projectile moves to be effective. |
| | |
| | Canceling pokes into Hadoken runs the risk of being absorbed by {{clr|DR|Drive Impact}} armor for a full crumple punish. This requires a prediction by the opponent before the poke connects, so you can shut this down by playing less predictably and countering with your own {{clr|DR|DI}} if they abuse it in neutral. When a blocked poke like {{clr|M|2MK}}/{{clr|M|2MP}}/{{clr|H|5HP}} is canceled into Hadoken, the opponent's reversal {{clr|DR|DI}} will not be fast enough to punish through any blockstring gaps. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hadoken (Denjin 236P)</font>===== | | ======<font style="visibility:hidden; float:right">Hadoken (Denjin 236P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hadoken | | | title = Denjin Charge Hadoken |
| | subtitle = | | | subtitle = Denjin Fireball |
| | input = 236P | | | input = {{Classic_sf6}} 236{{clr|H|HP}}<br>{{Modern_sf6}} 236{{clr|H|H}} or 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236pp(charged)|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236p(charged)|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp(charged)|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} |
| * 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Fast 2-hit projectile; '''Projectile Speed:''' 0.12 |
| * '''Cancel Hitconfirm Window:''' 12f | | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} |
| * 3-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] and has juggle potential | | * Fast 3-hit {{clr|OD|OD}} projectile; '''Projectile Speed:''' 0.145 |
| * '''Cancel Hitconfirm Window:''' 13f | | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 13f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| With a Denjin charge stocked, Ryu can no longer change the speed of his fireballs. However, they all gain an extra hit and become very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an OD or Super projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into Lv.1 Super on reaction!
| | Hadoken gains an extra hit and becomes very fast when using {{clr|H|236HP}} or {{clr|OD|236PP}} with a Denjin stock; using the {{clr|L|LP}} and {{clr|M|MP}} version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any {{clr|OD|OD}} projectile and the {{clr|OD|OD}} version loses to any {{clr|SA|Super}} projectile. |
| | |
| | On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into {{clr|SA|SA1}} on reaction. |
| }} | | }} |
|
| |
|
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Shoryuken | | | title = Shoryuken |
| | subtitle = | | | subtitle = Dragon Punch |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|ryu_623lp|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|ryu_623lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=240px|ryu_623pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|ryu_623lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|ryu_623lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_623lp}} | | {{AttackDataCargo-SF6/Query|ryu_623lp}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Airborne''' 7-35f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * Puts opponents into {{sf6-jug|limited juggle}} state; can get follow-ups after high corner anti-air |
| | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623mp}} | | {{AttackDataCargo-SF6/Query|ryu_623mp}} |
| * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Airborne''' 8-45f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623hp}} | | {{AttackDataCargo-SF6/Query|ryu_623hp}} |
| * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-8f (cannot hit cross-up); '''Airborne''' 9-50f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage (but higher Juggle Limit) on active frames 3-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623pp}} | | {{AttackDataCargo-SF6/Query|ryu_623pp}} |
| * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f (Forced Knockdown state) | | * '''Full Invuln:''' 1-8f (cannot hit cross-up); '''Airborne''' 8-52f ({{FKD}} state) |
| * Ryu's primary invincible reversal option | | * Ryu's primary invincible reversal option |
| <br> | | <br> |
| As always, Shoryuken is a great anti-air special and the OD version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into Lv.3 Super. All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations.
| | Shoryuken is, as always, a great anti-air special and juggle ender. Higher strengths have slower startup in exchange for additional damage and range. The {{clr|L|LP}} version is the best overall for anti-air purposes, but {{clr|M|MP}}/{{clr|H|HP}} are less likely to whiff against moves like Divekicks that stop forward air momentum. It's best to use Shoryuken as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into {{clr|SA|SA3}}. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input). |
| | |
| | {{clr|OD|OD Shoryuken}} has full invincibility to blow through the opponent's attacks, though it doesn't last long enough to plow through most other invincible moves (especially {{clr|SA|Supers}}). While it's possible to use this version in juggles and anti-airs, it's only worthwhile if it will secure a guaranteed kill over the other strengths. |
| | |
| | All versions of Shoryuken have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. It's important to know which juggle routes work with each strength, as it's fairly common for a route to only allow {{clr|L|LP}} or {{clr|M|MP}}/{{clr|OD|OD}} Shoryuken as an ender. |
| | |
| | On a midscreen hit, Ryu usually has to chase the opponent down with {{clr|DR|Drive Rush}} to secure any real oki. In some anti-air scenarios, it's possible to chase a Back Rise with two dashes, but this often leaves him around {{sf6-adv|E|0}} or {{sf6-adv|P|+1}} and is hard to judge by eye. {{clr|OD|OD Shoryuken}} never gives throw oki on a midscreen opponent, but Ryu can {{clr|DR|Drive Rush}} into delayed {{clr|M|2MK}}/{{clr|H|5HP}} or immediate {{clr|H|6HP}}/{{clr|H|6HK}} to keep the pressure up. |
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| When beginning a combo with LP/MP/HP Shoryuken canceled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead.
| | The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into {{clr|SA|SA3}}. It does not affect any other combo route ending in Shoryuken > {{clr|SA|SA3}}, however. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tatsumaki Senpu-kyaku | | | title = Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Tatsu |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_214lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214lk}} | | {{AttackDataCargo-SF6/Query|ryu_214lk}} |
| * '''Airborne''' 5-28f (Forced Knockdown state) | | * '''Airborne''' 5-28f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|ryu_214mk}} | | {{AttackDataCargo-SF6/Query|ryu_214mk}} |
| * '''Lower Body Projectile Invuln:''' 10-41f; '''Airborne''' 8-41f (Forced Knockdown state) | | * '''Lower Body Projectile Invuln:''' 10-41f; '''Airborne''' 8-41f ({{FKD}} state) |
| * 2nd hit whiffs on crouching (stand blocking 1st hit forces block on 2nd hit) | | * 2nd hit whiffs on crouching (stand blocking 1st hit forces block on 2nd hit) |
| {{AttackDataCargo-SF6/Query|ryu_214hk}} | | {{AttackDataCargo-SF6/Query|ryu_214hk}} |
| * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f (Forced Knockdown state) | | * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f ({{FKD}} state) |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle afterward if 3rd hit connects | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle afterward if only 3rd hit connects |
| * 2nd and 3rd hits whiff on crouching (stand blocking any hit forces block on the following hit) | | * 2nd and 3rd hits whiff on crouching (stand blocking any hit forces block on the following hit) |
| {{AttackDataCargo-SF6/Query|ryu_214kk}} | | {{AttackDataCargo-SF6/Query|ryu_214kk}} |
| * '''Airborne''' 5-47f (Forced Knockdown state) | | * '''Airborne''' 5-47f ({{FKD}} state) |
| * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) | | * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; later hits have more juggle potential | | * Puts opponent into {{sf6-jug|limited juggle}} state; later hits have more juggle potential |
| <br> | | <br> |
| Tatsu is a good move for getting corner carry while still allowing oki afterward. The MK and HK versions can be used predictively against most projectiles due to the lower body invincibility. They also get better frame advantage when the later hits connect as opposed to the first hit. OD Tatsu is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. | | Tatsu is a good move for getting oki and corner carry with only a small damage sacrifice. |
| | |
| | {{clr|L|LK Tatsu}} leaves opponents the closest to Ryu on any grounded combo, allowing him to easily get either a meaty {{clr|L|LP Hashogeki}}, or dash into a basic strike/throw mixup. If it was canceled from a ranged medium/heavy poke, the opponent may recover too far away for point blank oki. {{clr|M|MK Tatsu}} primarily sees usage as a juggle ender, where it gives Ryu some of his best corner carry, while {{clr|H|HK Tatsu}} gives Ryu a meterless side switch when comboed into. |
|
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|
| Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. 5LP cannot naturally combo into MK/HK Tatsu, and 2LP/5LK cannot naturally combo into HK Tatsu (although they can after a Punish Counter). | | Both the {{clr|M|MK}} and {{clr|H|HK}} versions can be used predictively against most projectiles due to the lower body invincibility, though this is a very high risk option for its meager reward. They also get better knockdown advantage when connecting on later hits from long range. If you manage to land the 3rd hit of {{clr|H|HK Tatsu}} (a tall order, considering the startup is functionally 46 frames), you can even juggle into {{clr|H|2HK}}, {{clr|H|HP Shoryuken}}, {{clr|SA|SA1}}, or {{clr|SA|SA3}}. |
| | |
| | {{clr|OD|OD Tatsu}} is a great juggle starter in the corner, essentially replacing {{clr|OD|OD High Blade Kick}} at that range. It will always hit consistently due to its vacuum effect as long as one hit connects. Using {{clr|OD|OD Tatsu}} against an already airborne opponent is less effective, as it uses up a significant amount of juggle points, severely limiting Ryu's follow-up options. |
| | |
| | Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. {{clr|L|5LP}} cannot naturally combo into {{clr|M|MK}}/{{clr|H|HK}} Tatsu, and {{clr|L|2LP}}/{{clr|L|5LK}} cannot naturally combo into {{clr|H|HK Tatsu}} outside of a {{clr|PC|Punish Counter}} scenario. They all work on crouching opponents on the first hit, and even when whiff punishing this hit will almost always connect. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Aerial Tatsumaki Senpu-kyaku | | | title = Aerial Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Air Tatsu |
| | input = j.214K | | | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_j214k}} | | {{AttackDataCargo-SF6/Query|ryu_j214k}} |
| * Forced Knockdown state | | * During Forward Jump only; button strength does not affect trajectory |
| * Can hit Crossup | | * {{FKD}} state until landing; the last 13f of landing recovery is in a crouching state |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (2HK and Lv.1 Super are most consistent followups) | | * Can hit Cross-up (blockstun is reduced by 4f) |
| * The last 11f of recovery puts Ryu in a crouching state | | * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|H|2HK}} and {{clr|SA|SA1}} are most consistent follow-ups) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|ryu_j214kk}} | | {{AttackDataCargo-SF6/Query|ryu_j214kk}} |
| * Forced Knockdown state | | * {{FKD}} state until landing; the last 13f of landing recovery is in a crouching state |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Cannot hit cross-up; whiffs on crouching opponents unless they extend a vertical hurtbox |
| * The last 11f of recovery puts Ryu in a crouching state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * Applies an extra 15% damage scaling to next attack when comboed into |
| <br> | | <br> |
| The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least +3 on block, although most players will instinctively stand block when they see a jump. Cancels from air-to-air j.MP if Ryu jumps forward, which is especially useful for OD Air Tatsu since it can lead to a strong juggles near the corner.
| | Air Tatsu is primarily used as a cancel from air-to-air {{clr|M|j.MP}} to increase Ryu's damage. The {{clr|OD|OD}} version can pick up an extra juggle after landing near the corner. |
| | |
| | When used as a jump-in, the meterless version can slightly alter Ryu's jump timing and trajectory, making it possible to avoid anti-airs. It can also hit cross-up on a grounded opponent, though the timing is a bit strict; the exact block advantage can vary significantly with even a small variation in timing (unless the opponent crouch blocks, in which case Ryu is always {{sf6-adv|P|+3}}). Ryu can usually pick up a juggle into {{clr|SA|SA1}} on a successful hit, but a meterless {{clr|H|2HK}} also works near the corner or after a cross-up. |
| | |
| | {{clr|OD|OD Air Tatsu}} cannot be used as an aerial approach in the same way, since Ryu hovers mid-air and stops his momentum. In fact, it won't even hit standing opponents unless input within the final few frames of Ryu's descent. While uncommon, there are some situations in which Ryu can purposely stall mid-air to bait something like an anti-air {{clr|SA|Super}}. |
| | |
| | ''Note: for the version of Air Tatsu canceled from {{clr|H|6HK}}, see [[#6HK~214K|6HK~214K]]'' |
| }} | | }} |
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| | title = High Blade Kick | | | title = High Blade Kick |
| | subtitle = Donkey Kick | | | subtitle = Donkey Kick |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 2S (M) or A[L~L] (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236lk}} | | {{AttackDataCargo-SF6/Query|ryu_236lk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 25f | | * Can be spaced to hit up to active frame 5; final 2 active frames have identical range |
| | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mk}} | | {{AttackDataCargo-SF6/Query|ryu_236mk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 25f | | * 3f extra recovery on whiff |
| | * Can be spaced to hit up to active frame 7; final 3 active frames have identical range |
| | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle LP Shoryuken in corner | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle {{clr|M|MP}}/{{clr|OD|OD}} Shoryuken or {{clr|SA|SA3}} in the corner |
| * Punish Counter: puts opponent into OTG tumble state (KD +95) | | * {{clr|PC|Punish Counter}}: KD +96~102 (OTG Tumble state) |
| * '''Cancel Hitconfirm Window:''' 30f | | * Can be spaced to hit up to active frame 7; final 3 active frames have identical range |
| | * '''Cancel Hitconfirm Window:''' 30f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236kk}} | | {{AttackDataCargo-SF6/Query|ryu_236kk}} |
| * Wall Bounces opponent on hit for a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Wall Bounces opponent on hit for a {{sf6-jug|limited juggle}} state |
| * Gives enough time to charge Lv.2 Super when canceled (depending on screen position) | | * Gives enough time to charge {{clr|SA|SA2}} when canceled (depending on screen position) |
| * Counts as 2 hits for scaling when canceled into (10% scaling penalty on next hit)
| | * '''Cancel Hitconfirm Window:''' 27f (Super) |
| * '''Cancel Hitconfirm Window:''' 27f | | * Applies an extra 5% damage scaling to next attack when comboed into |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") returns, and is used primarily as a juggle ender due to its high juggle potential and consistent juggle into Lv.3 Super. The HK version is exceptionally slow, but is easy to space safely against most characters. The MK version can also be spaced relatively safely, and can often set up a safe Denjin Charge when used midscreen. OD High Blade Kick is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged Lv.2 Super if canceled (although the release must be manually timed). The OD version can be comboed into from medium attacks or from a Punish Counter 5LK. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no followup juggle. In these situations, OD Tatsu is preferred. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a combo and juggle ender due to its high juggle potential, great oki, and consistent cancel into {{clr|SA|SA3}}. |
| | |
| | The {{clr|L|LK}} version is a quick combo ender that sets up an auto-timed safe jump in the corner against grounded opponents. It combos naturally from both {{clr|L|2LP}} and {{clr|L|5LK}}, making it a great ender for light strings. It has fewer active frames than other versions, making it hard to space safely in neutral against most characters. |
| | |
| | The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. It is great for harassing the opponent's Drive gauge unless they have an unusually fast and long-range punish option. It combos from all medium normals, as well as {{clr|PC|Punish Counter}} {{clr|L|5LK}}/{{clr|L|2LP}}. |
| | |
| | The {{clr|H|HK}} version is very slow, but the high pushback makes it much safer than other versions. Only {{clr|H|4HP}} can naturally combo into it; other buttons require {{clr|DR|Drive Rush}}, {{clr|PC|Punish Counter}}, or juggle routes to combo successfully. Juggling into {{clr|H|236HK}} (e.g. {{clr|H|214HP}}, {{clr|DR|DR~}}{{clr|H|5HP}} > {{clr|H|236HK}}) usually leaves the Ryu at +42, setting up an auto-timed corner safe jump. Be careful when throwing this out in neutral, as the opponent can react with {{clr|DR|Drive Impact}} unless you cancel into {{clr|SA|SA3}} on reaction. It can also be a great punish starter after blocking a cornered opponent's reversal, especially if you have a stock to follow up with {{clr|H|Denjin 214HP}}. |
| | |
| | {{clr|OD|OD High Blade Kick}} can get some powerful juggles due to its Wall Bounce; it can even combo into fully charged {{clr|SA|SA2}} when canceled (although the release must be manually timed). {{clr|OD|236KK}} can be comboed into from medium attacks or from a {{clr|PC|Punish Counter}} {{clr|L|5LK}}. The most common follow-up juggles are {{clr|H|6HK}} > Air Tatsu, or {{clr|H|4HK (2nd hit)}} > {{clr|H|HP Shoryuken}}. The first route gives good corner carry, while the second can cancel into {{clr|SA|SA3}} for great midscreen damage. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, {{clr|OD|OD Tatsu}} is preferred. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hashogeki | | | title = Hashogeki |
| | subtitle = | | | subtitle = Hado Palm |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lp|caption=Frame trap or plus frames? Don't mind if I do...}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=LP Version}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214mp|caption=MP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=190px|ryu_214pp|caption=}}
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214hp|caption=HP Version}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=}} | |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214lp}} | | {{AttackDataCargo-SF6/Query|ryu_214lp}} |
| * Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +57) | | * 1 hit; strike hitbox that can dissipate 1-hit meterless projectiles |
| * '''Cancel Hitconfirm Window:''' 24f | | * {{clr|PC|Counter-hit/Punish Counter}}: KD +57/+59 (spinning {{sf6-jug|limited juggle}} state) |
| | * Increased pushback on block vs. opponents in Burnout |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214mp}} | | {{AttackDataCargo-SF6/Query|ryu_214mp}} |
| * Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +58) | | * 1 hit; strike hitbox that can dissipate 1-hit meterless projectiles |
| * '''Cancel Hitconfirm Window:''' 23f | | * {{clr|PC|Counter-hit/Punish Counter}}: KD +58 (spinning {{sf6-jug|limited juggle}} state) |
| | * '''Cancel Hitconfirm Window:''' 23f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214hp}} | | {{AttackDataCargo-SF6/Query|ryu_214hp}} |
| * 2 hits; puts opponent into Spinning juggle state (no CH/PC required) | | * 2 hits (even when connecting on the final active frame); strike hitbox that can dissipate 2-hit meterless projectiles |
| * '''Cancel Hitconfirm Window:''' 39f | | * Puts opponents into a spinning {{sf6-jug|limited juggle}} state (no {{clr|PC|CH/PC}} required) |
| | * '''Cancel Hitconfirm Window:''' 39f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp}} | | {{AttackDataCargo-SF6/Query|ryu_214pp}} |
| * '''Cancel Hitconfirm Window:''' 22f | | * 1 hit; can dissipate meterless or 1-hit {{clr|OD|OD}} projectiles |
| | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Lv.1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through.
| | Hashogeki acts as a strike that can nullify equal-priority projectiles; the {{clr|OD|OD}} version will completely destroy meterless fireballs just like any other {{clr|OD|OD}} projectile. This strike property means that it cannot be used to stuff reversal {{clr|SA|Level 1 Supers}}; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to {{clr|SA|Super}} through. The opponent is left standing after being hit by the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|OD|OD}} versions, but too far away for Ryu to immediately land a throw. He can use his frame advantage to press a medium button, beating reversal 4-frame normals and preventing a jump or backdash; the threat of this can allow him to walk in for the "fake" throw pressure. |
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|
| Hashogeki has juggle potential on all versions; the LP and MP versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with 236KK or 214KK, then following up with a juggled Drive Rush normal into 214P. On a grounded hit, the opponent is left standing after the LP/MP/OD versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. | | {{clr|L|LP Hashogeki}} has short range and low pushback but is safe on block. Its fast whiff animation also makes it useful as a fireball feint, baiting people into using jump, parry, or anti-projectile moves on reaction while leaving time for Ryu to respond. The slower {{clr|M|MP Hashogeki}} is technically unsafe, but the spacing often makes it more difficult to punish. With specific setups, the {{clr|L|LP}}/{{clr|M|MP}} versions are useful as meaty tools on the opponent's wakeup. When scoring a {{clr|PC|Counter-hit/Punish Counter}}, both versions launch the opponent with plenty of time to react. Ryu can pick up the juggle anywhere on-screen with {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MP}}; you can also get {{clr|DR|DR~}}{{clr|H|4HP}} if {{clr|M|214MP}} hits from close range. |
|
| |
|
| The short range and low pushback of 214LP means that it will almost always be punishable on block with a light normal; 214MP is technically more unsafe but the spacing often makes it more difficult to punish. 214HP gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a 214HP cancel, you can punish their light normal mash by ending with the unsafe LP or MP versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counterhit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent.
| | {{clr|H|HP Hashogeki}} gives Ryu frame advantage on block and keeps them inside throw range, but canceling into it leaves him vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames; this allows you to use the aforementioned {{clr|PC|Counter-hit}} launch juggle routes, even if he trades with the opponent's normal. |
| | |
| | {{clr|OD|OD Hashogeki}} is also plus on block, but has little reward on hit without a counter hit or Denjin stock. Due to it's high damage and ability to be linked out of, using it as a {{clr|PC|PC}} starter is great; the damage scaling only kicks in when comboing '''into''' the {{clr|OD|214PP}}. It's serviceable as a round closer or to keep certain buttons safe for punishment. |
| | |
| | All versions of Hashogeki can be juggled into in some capacity. The {{clr|L|LP}} and {{clr|M|MP}} versions are used in some high-damage corner juggle routes, usually by using {{clr|DR|Drive Rush}} buttons after {{clr|OD|OD Tatsu}} or {{clr|H|HP Hashogeki}}. See the [[Street_Fighter_6/Ryu/Combos|Combos page]] for details about specific routes with their damage and resource cost. |
| | |
| | Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in or take a risk with a pressure reset like {{clr|H|214HP}}, {{clr|H|5HP}} > {{clr|L|214LP}}, or something else. Looping {{clr|M|2MP}} > {{clr|OD|214PP}} creates a true blockstring that can create easy checkmate scenarios with either chip or {{clr|DR|DI}}; for example, {{clr|H|5HP}} > {{clr|DR|DI}} after a {{clr|OD|214PP}} will create a blockstring most characters can't escape. |
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| |
|
| The following are some common blockstring gaps; all examples assume Ryu cancels at the fastest possible timing, though a longer gap can be created by delaying the cancel: | | The following are some common blockstring gaps; all examples assume Ryu cancels at the fastest possible timing, though a longer gap can be created by delaying the cancel: |
| * 1f gap: 2HP xx 214MP | | * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} |
| * 2f gap: 2MP xx 214PP | | * 2f gap: {{clr|M|2MP}} > {{clr|OD|214PP}} |
| * 3f gap: 5LK/5LP xx 214LP, 2MP xx 214MP, 4HP xx 214PP | | * 3f gap: {{clr|L|5LK}}/{{clr|L|2LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|OD|214PP}} |
| * 4f gap: 5LP xx 214LP, 4HP xx 214MP | | * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hashogeki (Denjin 214P)</font>===== | | ======<font style="visibility:hidden; float:right">Hashogeki (Denjin 214P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hashogeki | | | title = Denjin Charge Hashogeki |
| | subtitle = | | | subtitle = Denjin Hado Palm |
| | input = 214P | | | input = {{Classic_sf6}} 214{{clr|H|HP}}<br>{{Modern_sf6}} 214{{clr|H|H}} |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|ryu_214p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214pp(charged)|caption=Get scattered lol}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} |
| * Puts opponent into Spinning juggle state on hit (can juggle even midscreen) | | * Strike hitbox that can nullify 2-hit meterless projectiles |
| * '''Cancel Hitconfirm Window:''' 38f | | * Puts opponent into spinning {{sf6-jug|limited juggle}} state on hit (can juggle even midscreen) |
| | * () refers to recovery on Block only |
| | * '''Cancel Hitconfirm Window:''' 38f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} |
| * Crumples opponent on hit (+14 before opponent becomes airborne) | | * Strike hitbox that can nullify 1-hit of an {{clr|OD|OD}} projectile |
| * '''Cancel Hitconfirm Window:''' 22f | | * Crumples opponent on hit ({{sf6-adv|VP|+14}} before opponent becomes airborne, or {{sf6-adv|VP|+18}} on {{clr|PC|Punish Counter}}) |
| | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| <br> | | <br> |
| The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is not affected by the button strength used. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The OD version surprisingly does not gain an additional hit and actually does fairly low damage, but is still very rewarding to land. | | The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is only used when using the {{clr|H|HP}} version of a regular Hashogeki while having Denjin, the {{clr|L|LP}} and {{clr|M|MP}} versions will be unchanged. It retains the projectile nullifying properties of the standard version, but can now dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The {{clr|OD|OD}} version surprisingly does not gain an additional hit, but is still very rewarding to land due to its high damage and crumple state. |
| | |
| | Despite usually forming a true blockstring, you can delay cancel {{clr|H|5HP}} to {{clr|H|Denjin 214HP}} on block creating a frame trap. |
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| There are some blockstrings that can create frame traps on block: | | There are some blockstrings that can create frame traps on block: |
| * 1f gap: 5HP xx Denjin 214P | | * 1f gap: {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|OD|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} |
| * 2f gap: 2MP xx Denjin 214PP, 4HK(2nd) xx Denjin 214P | | * 2f gap: {{clr|M|2MP}} > {{clr|OD|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP | | * 3f gap: {{clr|H|4HP}} > {{clr|OD|Denjin 214PP}}, {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
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| | title = Shinku Hadoken | | | title = Shinku Hadoken |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|ryu_236236p|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_236236p_denjin}} | | {{AttackDataCargo-SF6/Query|ryu_236236p_denjin}} |
| * '''Strike/Throw Invuln:''' 1-8f; Armor Break | | * '''Strike/Throw Invuln:''' 1-8f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * 5-hit Super-priority projectile; Denjin version consumes 1 stock |
| | * '''Projectile Speed:''' 0.12 |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. | | Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many {{clr|SA|Level 1 Supers}}. This Super can be performed even when an {{clr|OD|OD Hadoken}} is on the screen, which improves Ryu's juggle routes and can also let him punish opponents jumping over fireballs at certain ranges. |
| | |
| | If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. There is no way to preserve the Denjin stock while using this Super, unlike with regular Hadoken. |
| | |
| | The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. |
| }} | | }} |
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| | title = Shin Hashogeki (Lv.1) | | | title = Shin Hashogeki (Lv.1) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p|caption=}} |
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| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|ryu_214214p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|ryu_214214p_denjin|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p}} | | {{AttackDataCargo-SF6/Query|ryu_214214p}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin}} |
| * '''Full Invuln:''' 1-13f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.4 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
| | |
| | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
| | |
| | While this Super has some invincibility, the slower startup makes it a poor reversal compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. However, the motion of the super does make it a bit easier to use when reacting to drive impact. |
| }} | | }} |
| |-| | | |-| |
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| | title = Shin Hashogeki (Lv.2) | | | title = Shin Hashogeki (Lv.2) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P (hold) | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS<br>(hold) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv2|caption=}} |
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| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_214214p_lv2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p_lv2}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_lv2}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv2}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv2}} |
| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Button must be held for 6f after the Super freeze | | * Button must be held for 6f after the Super freeze |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). Some things that combo into level 2 charge are 4HP and OD '''NON-DENJIN''' Hashogeki. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
| | |
| | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
| | |
| | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
| | |
| | Some things that combo into Level 2 charge are {{clr|H|4HP}} and {{clr|OD|OD Hashogeki (non-Denjin)}}. |
| }} | | }} |
| |-| | | |-| |
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| | title = Shin Hashogeki (Lv.3) | | | title = Shin Hashogeki (Lv.3) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P (hold) | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS<br>(hold) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv3|caption=}} |
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| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv3|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_214214p_lv2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p_lv3}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_lv3}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv3}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv3}} |
| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 1 bar (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Button must be held for 36f after the Super freeze | | * Button must be held for 36f after the Super freeze |
| * Gives a tumbling OTG knockdown that can be followed up with a raw Drive Rush combo | | * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|DR|Drive Rush}} combo |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). Some things that can combo into level 3 charge are OD Donkey Kick and OD '''DENJIN''' Hashogeki. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
| | |
| | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
| | |
| | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
| | |
| | Some things that can combo into Level 3 charge are {{clr|OD|OD High Blade Kick}} and {{clr|OD|OD Denjin Hashogeki}}. The pushback on block is extremely high on this version, and may require the opponent to hold Parry and use a {{clr|DR|Drive Rush}} punish starter if blocked. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | title = Shin Shoryuken | | | title = Shin Shoryuken |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_236236k|caption=''' NOW OR NEVER! '''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236236k(ca)|caption=An '''ELECTRIC''' finish (The CA version grants 500 extra damage)}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_236236k(ca)|caption=An ELECTRIC finish<br>(CA grants 500 extra damage)}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236236k|caption=The CA version grants 500 extra damage.)}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236236k}} | | {{AttackDataCargo-SF6/Query|ryu_236236k}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * 2f startup when canceled from {{clr|H|623HP}} |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~2.2 Drive bars for Ryu | | ** Cinematic time regenerates ~2.2 Drive bars for Ryu |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Available at 25% HP or below |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| | * 2f startup when canceled from {{clr|H|623HP}} |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~2.3 Drive bars for Ryu | | ** Cinematic time regenerates ~2.3 Drive bars for Ryu |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If canceled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. | | A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. |
| | |
| | {{clr|SA|SA3}} cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into {{clr|SA|SA3}} as an anti-air causes Ryu to incur significant damage scaling, making it weaker than a raw {{clr|SA|SA3}} (but generally more consistent to land). Ryu can lose a bit of damage if the opponent is juggled high enough to skip the cinematic; note that after {{clr|H|HP Shoryuken}}, the startup is faster to prevent this non-cinematic hit and to ensure it juggles properly midscreen. |
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| | If the opponent chooses to stand block this Super (especially with a tall characters), they will take a little extra blockstun and Burnout chip damage since more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because {{clr|SA|SA3}} hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into {{clr|SA|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5pppkkk|caption= '' "Come on!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Ryu_5pppkkk}} | | {{AttackDataCargo-SF6/Query|ryu_5pppkkk}} |
| }} | | }} |
| =====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== | | =====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_6pppkkk|caption= '' "..." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Ryu_6pppkkk}} | | {{AttackDataCargo-SF6/Query|ryu_6pppkkk}} |
| }} | | }} |
| =====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== | | =====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Ryu_4pppkkk}} | | {{AttackDataCargo-SF6/Query|ryu_4pppkkk}} |
| }} | | }} |
| =====<font style="visibility:hidden; float:right">Down Taunt (2PPPKKK)</font>===== | | =====<font style="visibility:hidden; float:right">Down Taunt (2PPPKKK)</font>===== |
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Line 1,222: |
| | title = Down Taunt | | | title = Down Taunt |
| | subtitle = | | | subtitle = |
| | input = 2PPPKKK | | | input = {{Classic_sf6}} 2PPPKKK<br>{{Modern_sf6}} 2LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_2pppkkk|caption= '' "Come!" ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} | | {{AttackDataCargo-SF6/Query|ryu_2pppkkk}} |
| }} | | }} |
| | | <br> |
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| |
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| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |