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| == Offense == | | == Okizeme == |
| === Frame Traps ===
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| '''Light Chains''' -
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| <br>
| | '''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible; all midscreen oki also functional in the corner; |
| | | <tabber> |
| | | |-|Grounded Connect= |
| === Okizeme and Mixups ===
| | All scenarios assume the opponent is grounded when hit. |
| | | {| class="wikitable" border="1" style="margin": 1em auto 1em auto; |
| '''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated | | |+ Okizeme Routes - Grounded Connect |
| | | !style="width: 12%"| Knockdown !!style="width: 10%"| KD Adv. !! Oki/Notes |
| {| class="wikitable" | | |- |
| ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | | |rowspan="2"| '''Forward Throw''' ||rowspan="2"| +17 || MIDSCREEN: <br>=> {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}} !TRADE! (vs 4-frame normals); can link {{clr|9|5HP}} after trade vs every character (frame advantage dependent on hitstun of opponent's 4-frame normal). <br>=> {{clr|7|LP Hadoken}} -> {{clr|9|HP Hadoken}} ''fireball trap'' vs back-rise (opponent can be anti-aired if they forward jump before/after blocking {{clr|7|LP Hadoken}}); ''meaty'' on in-place rise, beats {{clr|10|Level 1 Supers}} and JP's {{clr|10|OD Amnesia}}: ({{sf6-adv|P|+3}}oH/{{sf6-adv|VP|+5}}cH/{{sf6-adv|M|-3}}oB) |
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| | | CORNER: <br>=> Easy corner throw loops; ''framekill'' {{clr|L|5LP}} to auto-time, or manually time to threaten a shimmy. <br>=> ''framekill'' {{clr|7|5LP}}, ''Counter-Hit'' {{clr|8|5MP}}: ({{sf6-adv|VP|+5}}oH/{{sf6-adv|VP|+7}}cH/+0oB) <br>=> ''counter-hit'' {{clr|9|6HP}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+3}}oB) |
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| | | '''Back Throw''' || +11 || ''No effective pressure immediately after back throw on opponent anywhere on screen'' |
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| | |rowspan="2"| '''Drive Impact'''<br>(No Crumple) ||rowspan="2"| +35 || MIDSCREEN: <br>=> ''No effective oki midscreen due to knockback'' |
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| | | CORNER: <br>=> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|8|6MP}}: ({{sf6-adv|VP|+5}}oH/{{sf6-adv|VP|+7}}cH/{{sf6-adv|P|+1}}oB) <br>=> ''framekill'' {{clr|8|2MP}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>=> ''forward dash'', {{clr|7|LP Hashogeki}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) <br>=> ''forward dash'', ''framekill'' {{clr|7|5LP}}, ''counter-hit'' {{clr|8|5MP}}/throw: ({{clr|8|5MP}}: {{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|M|-1}}oB) |
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| | |rowspan="2"| '''Drive Reversal''' ||rowspan="2"| +23 || MIDSCREEN: <br>=> [-] |
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| | | CORNER: <br>=> ''framekill'' {{clr|7|5LK}}, ''meaty'' throw/''safejab'' {{clr|7|5LP}} (safejab against 9-frame reversals): ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+1}}oB) <br>=> ''meaty'' {{clr|7|LP Hadoken}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+3}}oB) <br>=> ''meaty'' {{clr|9|6HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|VP|+5}}oB) |
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| | | '''{{clr|H|2HK}}''' || HKD +32 || ANYWHERE: <br>=> ''dash'', ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>=> {{clr|4|PDR}}, meaty {{clr|8|6MP}}: : ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|VP|+4}}oB) <br>=> ''meaty'' {{clr|9|HP Hashogeki}} (DI-safe): ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) |
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| | | '''CH/PC {{clr|H|2HK}}''' || HKD +47 || ANYWHERE: <br>=> ''framekill'' {{clr|7|LP Hashogeki}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+1}}oB) <br>=> ''framekill'' {{clr|9|5HP}}, ''meaty'' {{clr|7|LP Hashogeki}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+1}}oB) <br>=> ''framekill'' {{clr|9|6HK}}, ''meaty'' {{clr|8|5MP}}: ({{sf6-adv|VP|+10}}oH/{{sf6-adv|VP|+12}}cH/{{sf6-adv|P|+2}}oB) <br>=> ''corpse-hop'' {{clr|7|LK Tatsu}} ({{sf6-adv|P|+1}}) <br>=> ''framekill'' {{clr|7|2LP}}, ''meaty'' {{clr|9|HP Hashogeki}} (DI-safe): ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) |
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| | '''Forward Throw''' || +18 || Allows easy corner throw loops; whiff {{clr|L|5LP}} to auto-time, or manually time to threaten a shimmy.<br>Immediate {{clr|H|6HP}} will beat mashing opponents. | | |rowspan="2"| {{clr|9|5HP}}~{{clr|9|HK}} (High Double Strike) <br>{{clr|8|5MP}}~{{clr|7|LK}}~{{clr|9|HK}} (Fuwa Triple Strike) ||rowspan="2"| +36 (+7 ''w/ Denjin Cancel'') || MIDSCREEN: <br>=> can use {{clr|4| Parry Drive Rush}} to chase, no auto-timed oki |
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| | '''Back Throw''' || +11 || Too far away to pressure after throwing the opponent back into the corner | | | CORNER: <br>=> ({{clr|H|5HP}}~{{clr|H|HK}}/{{clr|8|5MP}}~{{clr|7|LK}}~{{clr|9|HK}}), ''Denjin Charge'', ''meaty'' {{clr|M|5MP}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+1}}oB) |
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| | '''Drive Impact'''<br>(No Crumple) || +35 || ? | | |rowspan="2"| '''236P'''<br> Hadoken ||rowspan="2"| {{clr|9|+52 HP (''w/ Denjin'')}}<br>{{clr|10|+54 (OD)}}<br>{{clr|10|+57 (OD w/ ''Denjin'')}} || MIDSCREEN: ''All versions allow for a safe Denjin Charge'' |
| | <br>=> {{clr|9|236HP}} ''w/ Denjin''<br>--> {{clr|7|LP Hadoken}}, {{clr|4|Parry Drive Rush}} ''fireball trap'' on back-rise (''opponent can be anti-aired on both neutral and forward jump'') <br>--> ''meaty'' {{clr|7|LP Hadoken}} on in-place rise, ''true string'' {{clr|4|Parry Drive Rush}}, {{clr|9|5HP}}: ({{sf6-adv|P|+2}}ob) |
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| | '''Drive Reversal''' || +23 || While in the corner, you get a {{sf6-adv|P|+3}} {{clr|L|236LP}} on block. Drive Rev can do all {{clr|M|214MK}} setups while in the corner. | | | CORNER: <br>=> {{clr|9|236HP}} ''w/ Denjin'' [''NEAR CORNER''] <br>--> ''forward dash'', ''meaty'' {{clr|9|236HK}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+4}}) |
| | <br>=> {{clr|10|236PP}} [''NEAR CORNER''] <br>--> ''forward dash x2'', {{clr|9|6HP}} !TRADE! (vs 4-frame normals); can link {{clr|8|2MK}} after trade vs every character |
| | <br><br>=> {{clr|10|236PP}} ''w/ Denjin'' [''NEAR CORNER''] <br>--> ''forward dash x2'', ''counter-hit'' {{clr|9|6HP}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+3}}) |
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| | '''{{clr|H|2HK}}''' || HKD +32<br>HKD +47 (CH/PC) || ? | | |rowspan="2"| '''623P'''<br>(Shoryuken) ||rowspan="2"| {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || MIDSCREEN: <br>=> {{clr|9|623HP}} <br>--> {{clr|4|Parry Drive Rush}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) |
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| | '''{{clr|H|5HP}}~{{clr|H|HK}}'''<br>(High Double Strike) || rowspan="2" | +36 (+7) || rowspan="2" | Cancelling into Denjin Charge allows for a {{sf6-adv|VP|+9}}/{{sf6-adv|P|+1}} {{clr|M|5MP}} in the corner | | | CORNER: <br>=> {{clr|9|623HP}} <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|7|LP Hashogeki}}: {{sf6-adv|VP|+7}}/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''counter-hit'' {{clr|H|214HP}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) |
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| | '''{{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}}'''<br>(Fuwa Triple Strike) | | |rowspan="2"| '''214K'''<br>(Tatsumaki Senpu-kyaku) ||rowspan="2"| {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || MIDSCREEN: <br>=> {{clr|7|214LK}} <br>--> ''forward dash'', {{clr|7|LP Hashogeki}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) |
| | <br>=> {{clr|8|214MK}} <br>--> {{clr|7|LP Hadoken}} -> {{clr|9|HP Hadoken}} ''fireball trap'' vs back-rise (''opponent can be anti-aired on forward jump before/after blocking'' {{clr|7|LP Hadoken}}); ''meaty'' on in-place rise: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+3}}) |
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| | '''236P'''<br>(Hadoken) || {{clr|10|+54 (OD)}}<br>{{clr|10|+52 (Denjin)}}<br>{{clr|10|+57 (OD Denjin)}} || ? | | | CORNER: <br>=> {{clr|L|214LK}} <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|8|6MP}}: ({{sf6-adv|VP|+5}}oH/{{sf6-adv|VP|+7}}cH/{{sf6-adv|P|+1}}oB) <br>--> ''framekill'' {{clr|8|2MP}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''forward dash'', ''framekill'' {{clr|7|5LP}}, ''counter-hit'' {{clr|8|5MP}}/throw: ({{clr|8|5MP}}: {{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|M|-1}}oB) |
| | <br>=> {{clr|8|214MK}} (''1st hit''), <br>--> ''framekill'' {{clr|7|5LK}}, ''meaty'' throw/''safejab'' {{clr|7|5LP}} (safejab against 9-frame reversals): ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+1}}oB) <br>--> ''meaty'' {{clr|7|LP Hadoken}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+3}}oB) <br>--> ''meaty'' {{clr|9|6HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|VP|+5}}oB) |
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| | '''623P'''<br>(Shoryuken) || {{clr|L|+38}}/{{clr|M|34}}/{{clr|H|29}}/{{clr|10|29}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}}) || While in the corner, {{clr|H|623HP}} allows you to whiff {{clr|L|5LP}} to get a auto-timed {{sf6-adv|P|+2}} {{clr|L|214LP}} on block, or can go directly into {{clr|H|214HP}} to hit opponents on their first wakeup frame. | | |rowspan="2"| '''236K'''<br>(High Blade Kick) ||rowspan="2"| {{clr|L|+42}}/{{clr|M|40}}/{{clr|H|45}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}})<br>{{clr|10|+45~65 Wall Bounce (OD)}} || MIDSCREEN: <br>=> ''All non-{{clr|10|OD}} versions allow for a safe Denjin Charge'' |
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| | '''214K'''<br>(Tatsumaki Senpu-kyaku) || {{clr|L|+35 (LK)}}<br>{{clr|M|+23/38 (MK 1st/2nd)}}<br>{{clr|H|+20/35/50 (HK 1st/2nd/3rd)}}<br>{{clr|10|+57 (OD)}} || {{clr|L|214LK}} > 66 > {{clr|L|214LP}} is {{sf6-adv|P|+2}}/{{clr|7|+7}}<br>While in the corner, {{clr|M|214MK}} gets a {{sf6-adv|P|+3}} {{clr|L|236LP}} on block. | | | CORNER: <br>=> {{clr|L|236LK}} <br>--> ''safejump'' |
| | <br>=> {{clr|8|236MK}} <br>--> ''forward dash'', ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|8|5MP}}: ({{sf6-adv|VP|+10}}oH/{{sf6-adv|VP|+12}}cH/{{sf6-adv|P|+2}}oB) |
| | <br><br>=> {{clr|H|236HK}} [''NEAR CORNER''] <br>--> ''forward dash x2'', ''meaty'' {{clr|M|5MP}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+1}}oB) |
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| | '''j.214K'''<br>(Aerial Tatsu) || +48~54 <br>{{clr|10|+47~50 (OD)}} || ? | | |rowspan="2"| '''{{clr|10|SA1}} - 236236P'''<br>(Shinku Hadoken) ||rowspan="2"| +26<br>+27 (Denjin) || MIDSCREEN: <br>=> [-] |
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| | '''236K'''<br>(High Blade Kick) || {{clr|L|+35}}/{{clr|M|40}}/{{clr|H|45}}<br>({{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}})<br>{{clr|10|+45~65 Wall Bounce (OD)}} || {{clr|L|236LK}} allows an auto-timed safejump in the corner<br>{{clr|H|236HK}} allows the same when hitting slightly airborne opponents (such as cancelling off a Drive Rush juggle) | | | CORNER: <br>=> (On grounded opponents) ''forward dash'' > {{clr|M|5MP}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+1}}oB); w/ Denjin: ({{sf6-adv|VP|+10}}oH/{{sf6-adv|VP|+12}}cH/{{sf6-adv|P|+2}}oB) |
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| | '''214P'''<br>(Hashogeki) || {{clr|H|+61 Spin (HP)}}<br>{{clr|10|+62 Spin (Denjin)}}<br>{{clr|10|+87 Crumple (OD Denjin)}} || ? | | |rowspan="2"| '''{{clr|10|SA2}} - 214214P'''<br>(Shin Hashogeki) ||rowspan="2"| +20 (Lv.1/2)<br>+78 Tumble (Lv.3) || MIDSCREEN: <br>=> [-] |
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| | '''{{clr|10|SA1}} - 236236P'''<br>(Shinku Hadoken) || +26<br>+27 (Denjin) || In the corner, can Forward Dash or {{clr|4|Drive Rush}} for strike/throw oki. On grounded opponents, Dash + {{clr|M|2MP}} is {{sf6-adv|VP|+7}}/{{sf6-adv|P|+2}}. | | | CORNER: <br>=> {{clr|H|6HP}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|VP|+3}}oB) <br>=> ''meaty'' {{clr|10|214PP}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|VP|+6}}oB) |
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| | '''{{clr|10|SA2}} - 214214P'''<br>(Shin Hashogeki) || +20 (Lv.1/2)<br>+78 Tumble (Lv.3) || In the corner, can apply meaty strike/throw pressure; {{clr|H|6HP}} hits frame 1 of opponent's wakeup, and meaty {{clr|10|214PP}} is {{sf6-adv|VP|+6 oH/oB}} allowing a combo or walk up throw | | |rowspan="2"| '''{{clr|10|SA3/CA}} 236236K'''<br>(Shin Shoryuken) ||rowspan="2"| HKD +8 || MIDSCREEN: <br>=> [-] |
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| | '''{{clr|10|SA3/CA}} 236236K'''<br>(Shin Shoryuken) || HKD +8 || No follow-up oki on the cinematic version. On a non-cinematic high connect, the exact KD advantage varies but Ryu can get corner oki or {{clr|4|Drive Rush}} if slightly out of the corner | | | CORNER: <br>=> No follow-up oki on the cinematic version. On a non-cinematic high connect, the exact KD advantage varies but Ryu can get corner oki or {{clr|4|Drive Rush}} if slightly out of the corner |
| |} | | |} |
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| | | |-|Aerial/Juggle Connect= |
| '''Frame Kills:''' | | All scenarios follow a juggle sequence or aerial connect |
| | | {| class="wikitable" border="1" style="margin": 1em auto 1em auto; |
| {| class="wikitable" | | |+ Okizeme Routes - Aerial/Juggle Connect |
| ! Ender !! Frame Kill !! On Hit !! On Block !! Notes
| | !style="width: 35%"| Launch (...) Knockdown !!style="width: 10%"| KD Adv. !! Oki/Notes |
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| | |rowspan="1"| ''CH'' {{clr|7|214LP}}/{{clr|8|214MP}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|236MK}} ||rowspan="1"| +40 ||rowspan="1"| CORNER:<br>--> ''forward dash'', ''framekill {{clr|7|5LK}}'', ''+3 strike/throw mix'' |
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| | |rowspan="1"| ''CH'' {{clr|7|214LP}}/{{clr|8|214MP}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|9|236HK}} ||rowspan="1"| +42 ||rowspan="1"| CORNER:<br>--> ''safejump setup'' |
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| | |rowspan="1"| ''CH'' {{clr|7|214LP}}/{{clr|8|214MP}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|8|214MK}} ||rowspan="1"| +40 ||rowspan="1"| ANYWHERE:<br>--> ''forward dash'', ''walk-up throw/{{clr|8|5MP}} (''manually-timed'') |
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| | |rowspan="1"| ''CH'' {{clr|7|214LP}}/{{clr|8|214MP}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|9|236HK}} ||rowspan="1"| +46 ||rowspan="1"| CORNER:<br>--> ''forward dash x2'', ''meaty'' {{clr|8|5MP}}: ({{sf6-adv|VP|+10}}oH/{{sf6-adv|VP|+12}}cH/{{sf6-adv|P|+2}}oB)<br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|9|236HK}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|VP|+4}}oB) |
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| | |rowspan="1"| {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}} ||rowspan="1"| +39 ||rowspan="1"| ANYWHERE: ''works w/ or w/o Denjin Charge''<br>--> ''forward dash'', {{clr|4|PDR}}, ''counter-hit'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> {{clr|4|PDR}}, ''meaty'' {{clr|9|5HP}}: (''manually-timed'') <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|7|LP Hadoken}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+3}}oB) |
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| | |rowspan="1"| {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|4HK}} (''2nd hit'') > {{clr|8|214MK}} ||rowspan="1"| +24 ||rowspan="1"| ANYWHERE: ''works w/ or w/o Denjin Charge''<br>--> ''forward dash'', ''meaty'' throw/''safejab'' {{clr|7|5LP}} (safejab against 9-frame reversals): ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+1}}oB) |
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| | |rowspan="1"| {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|7|5LP}}, {{clr|9|6HK}} > 214K ||rowspan="1"| +42 ||rowspan="1"| CORNER: ''works w/ or w/o Denjin Charge''<br>--> ''safejump setup'' |
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| | |rowspan="1"| {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}} ||rowspan="1"| +37 ||rowspan="1"| CORNER: ''works w/ or w/o Denjin Charge''<br>--> ''framekill'' {{clr|9|5HP}}, ''meaty'' throw/''safejab'' {{clr|7|5LP}} (safejab against 9-frame reversals): ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+1}}oB) <br>--> ''framekill'' {{clr|7|2LP}}, ''meaty'' {{clr|7|LP Hadoken}}: ({{sf6-adv|VP|+9}}oH/{{sf6-adv|VP|+11}}cH/{{sf6-adv|P|+3}}oB) |
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| | |rowspan="1"| {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ||rowspan="1"| +29 ||rowspan = "1"| CORNER: ''works w/ or w/o Denjin Charge''<br>--> {{clr|4|PDR}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|7|LP Hashogeki}}: {{sf6-adv|VP|+7}}/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''counter-hit'' {{clr|H|214HP}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) |
| | |- |
| | |rowspan="1"| {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|4HP}} > {{clr|9|236HK}} ||rowspan="1"| +45 ||rowspan="1"| CORNER: ''works w/ or w/o Denjin Charge''<br>--> ''forward dash x2'', ''meaty'' {{clr|8|2MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+2}}oB) |
| | |- |
| | |rowspan="1"| {{clr|9|236HK}}, {{clr|8|623MP}} ||rowspan="1"| +32 ||rowspan="1"| CORNER:<br>--> ''meaty'' {{clr|9|236HK}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+3}}oB) <br>--> ''forward dash'', ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''whiff'' {{clr|8|2MK}}, ''auto-shimmy'' (''avoids throws due to pushback on whiff''), {{sf6-adv|P|+3}} ''on whiff enables counter-hit {{clr|8|2MP}}, etc.'' |
| | |- |
| | |rowspan="1"| {{clr|10|236PP}}, {{clr|9|623HP}} ||rowspan="1"| +30 ||rowspan="1"| CORNER:<br>--> ''framekill'' {{clr|7|5LP}}, ''counter-hit'' {{clr|9|6HP}}: ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+3}}oB) |
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| | |rowspan="1"| {{clr|10|236PP}}, {{clr|10|236236P}} ||rowspan="1"| +26 ||rowspan="1"| CORNER:<br>--> ''forward dash'', ''meaty'' {{clr|8|2MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+2}}oB) <br>--> {{clr|4|PDR}}, ''whiff'' {{clr|7|5LP}} ''to bait reversals'', {{sf6-adv|P|+2}} ''on whiff'' |
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| | |rowspan="1"| ''DENJIN'' {{clr|10|214PP}}, ''dash/walk'', {{clr|9|5HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ||rowspan="1"| +31 ||rowspan="1"| CORNER:<br>--> ''forward dash'', ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+1}}oB) |
| | |- |
| | |rowspan="1"| {{clr|10|236KK}}, {{clr|9|4HK}}, {{clr|9|623HP}} ||rowspan="1"| +29 ||rowspan="1"| MIDSCREEN:<br>--> {{clr|4|PDR}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) |
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| | |rowspan="1"| {{clr|10|236KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}, {{clr|9|6HK}} > 214K ||rowspan="1"| +42 ||rowspan="1"| APPROACHING CORNER:<br>--> ''safejump setup'' |
| | |- |
| | |rowspan="1"| {{clr|10|214KK}}, {{clr|9|623HP}} ||rowspan="1"| +31 ||rowspan="1"| CORNER:<br>--> ''forward dash'', ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+1}}oB) |
| | |- |
| | |rowspan="1"| {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}/{{clr|8|2MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} ||rowspan="1"| +29 ||rowspan="1"| CORNER:<br>--> {{clr|4|PDR}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|7|LP Hashogeki}}: {{sf6-adv|VP|+7}}/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''counter-hit'' {{clr|H|214HP}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) |
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| | |rowspan="1"| {{clr|10|214KK}}, {{clr|10|236236P}} ||rowspan="1"| +27 ||rowspan="1"| CORNER:<br>--> ''framekill'' {{clr|8|2MP}}, ''meaty'' throw/''safejab'' {{clr|7|5LP}} (safejab against 9-frame reversals): ({{sf6-adv|VP|+6}}oH/{{sf6-adv|VP|+8}}cH/{{sf6-adv|P|+1}}oB) |
| |- | | |- |
| | '''{{clr|H|2HK}}''' || Whiff {{clr|L|5LK}}/Forward Dash, {{clr|H|5HK}} || +12/+11<br>(vs. Stand) || +4/+3<br>(vs. Stand) || Works everywhere after HKD; Dash guarantees that {{clr|H|5HP}} can combo after {{clr|H|5HK}} | | |rowspan="1"| ''Lvl 3 Charge'' {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} ||rowspan="1"| +29 ||rowspan="1"| CORNER:<br>--> {{clr|4|PDR}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|7|LP Hashogeki}}: {{sf6-adv|VP|+7}}/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''counter-hit'' {{clr|H|214HP}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) |
| |- | | |- |
| | CH/PC '''{{clr|H|2HK}}''' || Whiff {{clr|H|2HK}}, {{clr|H|5HK}} || +11<br>(vs. Stand) || +3<br>(vs. Stand) || The second sweep should keep the {{clr|H|5HK}} close enough to combo into {{clr|H|5HP}} | | |rowspan="1"| ''DRIVE IMPACT'', ''wall splat'' {{clr|9|5HP}}, {{clr|8|214MP}}, {{clr|9|623HP}} ||rowspan="1"| +29 ||rowspan="1"| CORNER:<br>--> {{clr|4|PDR}}, ''counter-hit'' {{clr|8|6MP}}: ({{sf6-adv|VP|+7}}oH/{{sf6-adv|VP|+9}}cH/{{sf6-adv|P|+3}}oB}}) <br>--> ''framekill'' {{clr|7|5LP}}, ''meaty'' {{clr|7|LP Hashogeki}}: {{sf6-adv|VP|+7}}/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''framekill'' {{clr|7|2LK}}, ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) <br>--> ''counter-hit'' {{clr|H|214HP}}: ({{sf6-adv|VP|LAUNCH}}oH/{{sf6-adv|VP|LAUNCH}}cH/{{sf6-adv|P|+2}}) |
| |- | | |- |
| | |rowspan="1"| ''DRIVE IMPACT'', ''wall splat'' {{clr|9|5HP}} > ''DENJIN'' {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|8|623MP}} ||rowspan="1"| +32 ||rowspan="1"| CORNER:<br>--> ''forward dash'', ''meaty'' {{clr|9|5HP}}: ({{sf6-adv|VP|+8}}oH/{{sf6-adv|VP|+10}}cH/{{sf6-adv|P|+2}}oB) |
| |} | | |} |
| | | </tabber> |
| <br> | | <br> |
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| === vs. Burnout ===
| | == vs. Burnout == |
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| Ryu has strong guaranteed/true blockstring sequences that cause a large amount of chip damage on block, meaning guaranteed chip kills are possible. | | Ryu has strong guaranteed/true blockstring sequences that cause a large amount of chip damage on block, meaning guaranteed chip kills are possible. |
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| <br> | | <br> |
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| === Drive Rush ===
| | == Drive Rush == |
| When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. | | When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. |
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| |} | | |} |
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| | <br> |
| | |
| | == Offense == |
| | === Frame Traps === |
| | '''Light Chains''' - |
| <br> | | <br> |
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| == Defense == | | == Defense == |
| === Reversals === | | === Reversals === |
| * | | * [[Street_Fighter_6/Ryu#Shoryuken (623P)|'''{{clr|OD|OD Shoryuken}} (623PP)''']] - Fully invincible with fast startup. |
| | * [[Street_Fighter_6/Ryu#Level 1 Super (236236P)|'''{{clr|SA|SA1}} (236236P)''']] - Fairly fast and strike/throw invincible, making it Ryu's best reversal when in Burnout. |
| | * [[Street_Fighter_6/Ryu#Level 2 Super (214214P)|'''{{clr|SA|SA2}} (214214P)''']] - Fully invincible, but slow enough that the opponent can meaty with a light normal. Note that holding the button reduces the total invincibility. |
| | * [[Street_Fighter_6/Ryu#Level 3 Super (236236K)|'''{{clr|SA|SA3/CA}} (236236K)''']] - Tied for the fastest invincible reversal in the game, but the range is quite short. Useful in all-or-nothing scenarios where the extra damage can secure the win. |
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| <br> | | <br> |
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| === Anti-Airs === | | === Anti-Airs === |
| * | | * [[Street_Fighter_6/Ryu#Shoryuken (623P)|'''Shoryuken (623P)''']] - Fast, consistent, and lots of air invincibility. Your ideal anti-air of choice in most circumstances. The {{clr|L|LP}} version has the most invincibility, and is ideal for close jumps and cross-cuts. {{clr|H|HP}} has a bit more range, making it useful against characters that can stop their jump momentum early. |
| | * [[Street_Fighter_6/Ryu#2HP|'''{{clr|H|2HP}}''']] - Has a decent vertical hitbox for close/mid range jumps. Good option if the opponent is in a {{FKD}} state, possibly allowing a follow-up juggle. |
| | * [[Street_Fighter_6/Ryu#5HK|'''{{clr|H|5HK}}''']] - Slow, but can contend with some long-range jumps for a knockdown. Scoring a {{clr|PC|Punish Counter}} anti-air grants a much more consistent juggle for huge damage. |
| | * [[Street_Fighter_6/Ryu#4HK|'''{{clr|H|4HK}}''']] - Risky with a mediocre hitbox, but gives a ground bounce, allowing a cancel into Shoryuken, High Blade Kick, or Super |
| | * [[Street_Fighter_6/Ryu#j.MP|'''{{clr|M|j.MP}}''']] - Air-to-air that causes a knockdown. Cancelable into Air Tatsu for extra guaranteed damage. |
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| <br> | | <br> |
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| === Anti-Projectile === | | === Anti-Projectile === |
| * | | * [[Street_Fighter_6/Ryu#Hadoken (236P)|'''Hadoken (236P)''']] - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. {{clr|OD|OD Hadoken}} will blow through any meterless fireball for a knockdown, letting Ryu establish a more advantageous fireball timing. |
| | ** A Denjin enhancement makes the Hadoken faster and 2-hit, but doesn't change its priority against {{clr|OD|OD}} fireballs. |
| | * [[Street_Fighter_6/Ryu#Tatsumaki Senpu-kyaku (214K)|'''{{clr|M|MK}}/{{clr|H|HK}} Tatsumaki Senpu-kyaku (214K)''']] - Not a viable tool on reaction, but as a hard read Ryu can hop over fireballs. |
| | * [[Street_Fighter_6/Ryu#Level 1 Super (236236P)|'''{{clr|SA|SA1}} (236236P)''']] - If done early enough, the Shinku Hadoken will destroy the opponent's fireball and pass through to hit the opponent. At longer ranges or against low-recovery fireballs, it is much more difficult to use this as a reaction counter. |
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| <br> | | <br> |