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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
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| ''NOTE: As of the most recent balance patch (22/05/2024), Ryu's damage and combo potential has changed significantly. The following combos, all valid as of the 27/02/2024 balance patch that preceded major edits to this section, are all still viable. However, they may no longer be optimal.'' | | ''NOTE: As of 11/16/2024, this page has been updated to remove redundant combos/data and some new combos have been added. Section on combos out of meaty attacks on knockdown has been removed and all data moved to the "''Ryu/Strategy''" page.'' |
| ''As of 23/05/2024, all damage values in this section have been retested and updated to match the new values from the most recent patch. All references to frame advantage/disadvantage have been updated in kind.'' | | |
| | ''NOTE: As of 12/02/2024, damage values for combos featuring {{clr|10|OD Hashogeki}} have been updated, corner combos with ({{clr|9|236HK}}, {{clr|7|623LP}}) juggle have been updated to use {{clr|8|623MP}} instead, and new combo routes for {{clr|9|6HK}} have been added.'' |
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| == BASIC COMBOS == | | == BASIC COMBOS == |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} / {{clr|7|214LK}} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}}/{{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1250/1310 | | | Damage = 1250/1310 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = CH {{clr|7|2LP}}/{{clr|7|5LP}}, {{clr|8|2MP}}/{{clr|8|5MP}} > {{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}) |
| | Position = Anywhere/Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 1680/2170 | | | Damage = 1680/2250 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = PC {{clr|7|5LP}}, {{clr|8|2MK}} > {{clr|8|236MK}}/{{clr|9|623HP}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}) |
| | Position = Anywhere/Midscreen | | | Position = Anywhere/Midscreen |
| | Damage = 1600/1740/2090 | | | Damage = 1600/1740/2170 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|7|5LK}} > {{clr|8|214MK}}/({{clr|10|236KK}}, {{clr|9|623HP}})/(''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}) | | | Combo = PC {{clr|7|5LK}} > {{clr|8|214MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}})/(''Denjin'' {{clr|10|214PP}}, ''dash'', {{clr|9|2HP}} > {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1160/1910/2400 | | | Damage = 1160/2030/2400 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|6HK}} > 214K) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1300/1460/2400 | | | Damage = 1300/1460/2155 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} | | | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} |
| | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, MK Donkey Kick and MK Tatsu are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. | | | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, {{clr|8|MK Donkey Kick}} and {{clr|8|MK Tatsu}} are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you free to pop a Denjin charge on hit. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} extensions can buff up the damage significantly. Note the different {{clr|10|OD Donkey Kick}} extension: {{clr|9|6HK}} > Aerial Tatsu gives superior knockdown advantage at the cost of little damage. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|7|214LP}}/{{clr|10|214PP}} | | | Combo = {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|8|236MP}}/{{clr|9|236HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 980/1060/1220 w/o Denjin | | | Damage = 980 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} | | | Difficulty = {{clr|10|Very Easy}} |
| | Notes = Less committal though notably less rewarding options, useful for tagging the opponent attempting to walk back within {{clr|8|2MK}} range while conserving Drive Gauge. {{clr|7|LP Hadoken}} is punishable at point-blank range and is not a true blockstring from {{clr|8|2MK}} when spaced farther out; {{clr|7|LP Hashogeki}} is always safe at -3 but at best puts Ryu just outside of most characters' throw ranges. If spending bar, {{clr|10|OD Hashogeki}} can be used to force a close-range mixup at +2 on-block (+4 with Denjin Charge stocked). If {{clr|10|Super Art 3}} is stocked, be sure to buffer the super motion behind all of these options so you can react with {{clr|10|SA3}} in response to a Drive Impact ({{clr|10|214PP}} allows a {{clr|10|Super Art 2 buffer}}). | | | Notes = As of the ''12/02/2024'' balance update, {{clr|8|2MK}} had its cancel window moved forward by 2 frames, making Ryu's classic option of "''Low Forward Fireball''" significantly more powerful than it had been. In practice, this means that {{clr|8|2MK}} > {{clr|9|236HP}} is always a ''true blockstring'' even at max-range, and {{clr|8|2MK}} > {{clr|7|236LP}} is ''DI-safe'' as the opponent now cannot punish the {{clr|7|LP Hadoken}} cancel with DI ({{clr|8|2MK}} > {{clr|8|236MP}} appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing {{clr|8|2MK}} > 236P ''into'' a Drive Impact is still a hazard if {{clr|10|Super Art 3}} is not available to be canceled into, so don't get predictable. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} | | | Difficulty = {{clr|10|Very Easy}} |
| | Notes = You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that naturally combos into {{clr|9|HK Donkey Kick}}. | | | Notes = You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|j.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that naturally combos into {{clr|9|HK Donkey Kick}}. |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|8|5MP}}, {{clr|8|2MK}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|623HP}}) | | | Combo = CH {{clr|8|5MP}}, {{clr|9|2HP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/({{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2020/2180/2770 | | | Damage = 2320/2480/3190 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo upon confirming the counter-hit. | | | Notes = On Counter-Hit, {{clr|8|5MP}} can be linked into {{clr|9|2HP}} for some high-damage combos. If spaced-out, the {{clr|9|2HP}} is liable to whiff, so {{clr|8|2MK}} can be substituted instead to guarantee that all follow-ups connect at the expense of some significant damage. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = As of the 22/05/2024 balance patch, Ryu's ''High Double Strike'' target combo ({{clr|9|5HP}} ~> {{clr|9|HK}}) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty {{clr|8|5MP}}/{{clr|8|2MP}} setup is available here. | | | Notes = As of the ''05/22/2024'' balance patch, Ryu's ''High Double Strike'' target combo ({{clr|9|5HP}} ~> {{clr|9|HK}}) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty {{clr|8|5MP}}/{{clr|8|2MP}} setup is available here. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > ( {{clr|9|623HP}} / {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} ) |
| | | Position = Anywhere |
| | | Damage = 2640/3190 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = A simple high-damage combo that can be performed off a PC {{clr|8|5MP}}. |
| |}} | | |}} |
| }} | | }} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|6HK}} > {{clr|10|214KK}} | | | Combo = {{clr|9|6HK}} > 214K/{{clr|10|214KK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2300 | | | Damage = 1700/2300 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = This is a viable one-hit confirm, similar to {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} goes over lows late into its startup but can only be canceled into {{clr|10|OD Aerial Tatsu}}. | | | Notes = This is a viable one-hit confirm, similar to {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} goes over lows late into its startup. As of the ''12/02/2024'' balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as {{clr|10|OD Aerial Tatsu}}, for a meterless cancel option plus decent dash-up oki midscreen. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ({{clr|9|6HP}}, {{clr|8|2MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} | | | Combo = {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}}/{{clr|7|236LK}}/{{clr|8|236MK}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 3070 | | | Damage = 3070/2905/2960 |
| | Drive = 0 | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0/3 | | | Super = 0/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You '''CANNOT''' cancel the {{clr|9|4HK}} into {{clr|10|Super Art 1}}. If you wanna spend super, you have to cancel into {{clr|10|Super Art 3}}. | | | Notes = As of the ''22/05/2024'' balance patch, Ryu can now combo into {{clr|7|LK}} and {{clr|8|MK}} versions of Donkey Kick as well as the standard {{clr|9|HP Shoryuken}} cancel out of {{clr|9|4HK}}. These new options do less damage but give enough space to stock a Denjin Charge safely vs most characters. Each of these enders is a viable cancel into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|7|623LP}}) | | | Combo = CH {{clr|9|6HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, ({{clr|8|623MP}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 2800/3570 | | | Damage = 2800/3640 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|7|623LP}}) for big damage. | | | Notes = If the opponent is counter-hit by Solar Plexus Strike ({{clr|9|6HP}}), the frame advantage on-hit increases to +8, allowing either {{clr|8|2MK}} or {{clr|9|4HP}} to link afterwards: naturally, the latter requires a very close connect and the former is more reliable. In the corner, a successful link into {{clr|9|4HP}} > {{clr|9|236HK}} allows a juggle with ({{clr|8|623MP}}) for big damage. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|9|5HP}}, {{clr|7|5LK}} > ( {{clr|7|236LK}} / {{clr|7|214LK}} / {{clr|8|214MK}} ) |
| | | Position = Anywhere |
| | | Damage = 2140/1980/2060 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = On Counter-Hit, {{clr|9|5HP}} has frame advantage of +6, allowing Ryu's far-reaching {{clr|7|5LK}} to combo into either a {{clr|7|LK Donkey Kick}}, {{clr|7|LK Tatsu}} or {{clr|8|MK Tatsu}} ender. All of these give excellent oki opportunities in the corner, and as {{clr|9|5HP}} is an excellent meaty attack, opportunities to land this combo should be easy to find in matches. |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = PC {{clr|9|236HK}}, {{clr|9|6HK}} > (214K/{{clr|10|214KK}}, {{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Corner | | | Position = Corner |
| | Damage = 3610 | | | Damage = 3080/4660/5760 |
| | Drive = {{drive sf6}} | | | Drive = 0 |
| | Super = 0 | | | Super = 0/1/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can be combo'd after with specials, Super Arts and {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). | | | Notes = A demonstration of how the changes to Ryu's {{clr|9|6HK}} as of the ''12/02/2024'' balance update can be integrated into his combos. In this case, {{clr|9|6HK}} > 214K can juggle the opponent as they are in the rolling animation caused by the PC {{clr|9|236HK}}. If {{clr|10|214KK}} is used instead, then {{clr|10|Super Art 1}} and {{clr|10|Super Art 3}} can be linked as the opponent is falling. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} | | | Combo = PC {{clr|9|5HK}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3690 | | | Damage = 3760 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent at close-range. | | | Notes = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent at close-range. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|6HK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / ({{clr|10|214KK}}, {{clr|9|623HP}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 2140/3040 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = As {{clr|9|6HK}} has low-crush properties after frame 13, it is very possible for it to land as a Punish Counter vs an opponent going for a low attack. In this case, {{clr|7|5LK}} links from quite far out and cancels reliably into {{clr|7|LK Donkey Kick}}. In the corner this gives a safejump, but {{clr|10|OD Tatsu}} linked into {{clr|9|HP Shoryuken}} can be substituted in for a major damage boost. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|8|214MK}}/{{clr|8|236MK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| | | Position = Anywhere/Anywhere/Corner/Corner |
| | | Damage = 2560/2720<br>3176<br>3090<br>3431 |
| | | Drive = 0<br>{{drive sf6}}<br>0<br>{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC DI/{{clr|9|5HK}}, ''delay'', {{clr|9|5HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|2HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|8|5MP}} > {{clr|9|214HK}} |
| | | Position = Facing Midscreen, back to Corner |
| | | Damage = 2765/3235<br>3282<br>2876 |
| | | Drive = {{drive sf6}}{{drive sf6}}<br>{{drive sf6}}{{drive sf6}}{{drive sf6}}<br>{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Punish Counter {{clr|9|Heavies}} give Ryu multiple routes to sideswap when he has his back to the corner. The best of these involve {{clr|10|OD Donkey Kick}} followed by a dash-under {{clr|7|LP Shoryuken}} as it puts the opponent closest to the corner; a delay is required for the opponent to enter an airborne state during the crumple animation, so that they can be juggled ''before'' the {{clr|10|OD Donkey Kick}} connects. Without a PC {{clr|9|5HK}}/DI crumple, an opponent can be launched from any PC {{clr|9|Heavy Punch}} into {{clr|9|HP Hashogeki}}; these same routes can also be applied to Denjin-charged {{clr|9|HP Hashogeki}}, which can combo naturally from {{clr|8|Mediums}}. |
| |}} | | |}} |
| }} | | }} |
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| | Super = 1 | | | Super = 1 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no drive meter. | | | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any cancelable {{clr|9|Heavy}} > {{clr|4|DRC}} {{clr|9|5HK}}, {{clr|9|5HK}}, {{clr|10|236236P}} |
| | | Position = Anywhere |
| | | Damage = 3357 |
| | | Drive = 3 |
| | | Super = 1 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = This is an optional ender for Ryu's basic {{clr|4|Drive Rush Cancel}} loop (see ''Drive Rush Combos'' below). Rather than following up {{clr|4|DRC}} {{clr|9|5HK}} with {{clr|9|5HP}} into a special cancel, follow up with a 5HK link followed by a {{clr|10|Super Art 1}} link. An excellent meter-efficient way to close out Round 1. |
| |}} | | |}} |
| }} | | }} |
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| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''DENJIN'' {{clr|10|214PP}} > {{clr|10|214214P}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''DENJIN'' {{clr|10|214PP}} > {{clr|10|214214P}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2900-3800 | | | Damage = 3120-4000 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Your basic grounded route into {{clr|10|Super Art 2}}. Without Denjin Charge, the {{clr|10|OD Hashogeki}} will not crumple on hit and the {{clr|10|Shin Hashogeki}} must be released ''immediately'' after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. | | | Notes = Your basic grounded route into {{clr|10|Super Art 2}}. Without Denjin Charge, the {{clr|10|OD Hashogeki}} will not crumple on hit and the {{clr|10|Shin Hashogeki}} must be released ''immediately'' after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}. Min and Max damage are inclusive of routes with/without Denjin Charge and Level 2/Level 3 charges of {{clr|10|214214P}}.'' |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} | | | Combo = Starter > {{clr|10|236KK}} > {{clr|10|214214P}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 3090-3990 | | | Damage = 3090-3850 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Another route into the level 3 charge that does a hair more damage. | | | Notes = Another route into the level 3 charge that does a hair less damage overall. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|9|623HP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4236 - 5136 | | | Damage = 4236 - 5186 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 2 | | | Super = 2 |
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|
| |
|
| |-|SA3/CA: Shin Shoryuken= | | |-|SA3/CA: Shin Shoryuken= |
| Ryu's {{clr|10|Super Art 3}}, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into {{clr|10|SA3}} for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's {{clr|10|Super Art 3}} | | Ryu's {{clr|10|Super Art 3}}, ''Shin Shoryuken'' can be canceled into from: any special/Super-cancelable normal; any applicable non-OD or OD special move. Many of the aforementioned combos, particularly those ending in {{clr|9|HP Shoryuken}} or {{clr|9|HK Donkey Kick}}, can be extended by simply canceling the ender into {{clr|10|SA3}} for massive damage and some Drive Gauge recovery. The number of possible combos are too numerous to list here, but several key ones should cover the basic concept of using Ryu's {{clr|10|Super Art 3}}. ''NOTE: at low health'' {{clr|10|Super Art 3}} ''becomes'' {{clr|10|Critical Art}} ''and does significantly more damage. For simplicity's sake, all damage values are based on the regular {{clr|10|Super Art 3}}.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA3 Combo Routes | | | Header = SA3 Combo Routes |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}}, {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 4641 - 5541 | | | Damage = 4683 - 5403 |
| | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after {{clr|9|HK Donkey Kick}}, and a tight cancel from {{clr|7|LP Shoryuken}} into {{clr|10|Super Art 3}}. | | | Notes = A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after {{clr|9|HK Donkey Kick}}, and a tight cancel from {{clr|8|MP Shoryuken}} into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} | | | Combo = {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}}, {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 6145 | | | Damage = 6145 |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and substitute a {{clr|9|HP Shoryuken}} canceled into {{clr|10|Super Art 3}}. | | | Notes = You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|8|MP Shoryuken}} and substitute a {{clr|9|HP Shoryuken}} canceled into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| }} | | }} |
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| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn. | | | Notes = The other half of the Drive Rush high-low strike mixup. Unlike the overhead, the {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|2MK}} is -2 on block, which is safe but still allows the opponent to take their turn. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|8|Medium}} starter > {{clr|10|236KK}}, {{clr|4|PDR}}, {{clr|8|5MP}}, {{clr|9|6HK}} > 214K, ''safe jump'' |
| | | Position = Anywhere |
| | | Damage = 2180/2632 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = A demonstration of how {{clr|4|PDR}} mid-combo can provide utility as well as expanded damage. In this case, a {{clr|4|PDR}} following {{clr|10|OD Donkey Kick}} enables a juggle route ending in a +42 knockdown and a safe jump. This concept can be applied as well to launch states resulting from Hashogeki (see ''Hashogeki Juggles'' below). ''The starters used to test damage values were {{clr|8|2MK}} and {{clr|8|2MP}}.'' |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Header = Drive Rush Cancel Routes | | | Header = Drive Rush Cancel Routes |
| | Items = | | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|7|Light}} Starter > {{clr|4|DRC}}, {{clr|7|5LP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}}/({{clr|9|236HK}}, {{clr|8|623MP}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 1639/1690/2143 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = A standard {{clr|4|DRC}} combo route that can be landed easily from {{clr|7|Light}} confirms, links into {{clr|7|Light normals}} or in punish situations. Does some healthy damage in the corner with the familiar {{clr|9|HK Donkey Kick}} into {{clr|8|MP Shoryuken}} juggle. |
| | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}/{{clr|9|623HP}} |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|7|LP Shoryuken}}, making it the superior choice in that part of the screen. ''The starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | | Notes = The 'old reliable' in Ryu's arsenal of DRC combos. The cancel from {{clr|9|4HP}} to {{clr|9|HP Shoryuken}} can be finicky but becomes easier after some practice. In the corner, {{clr|9|HK Donkey Kick}} can juggle into {{clr|8|MP Shoryuken}} and {{clr|10|OD Shoryuken}}, making it the superior choice in that screen position. ''Damage values teseted with {{clr|8|2MK}} and {{clr|9|5HP}} as starters''. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC {{clr|9|5HK}} or PC Drive Impact round ender. This route represents the highest possible damage at midscreen from either starter and is ''the'' bread-and-butter meter dump combo for Ryu. | | | Notes = Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as part of a deep punish combo for a blocked DP after PC {{clr|9|5HK}} or PC Drive Impact round ender, this route is ''the'' bread-and-butter meter dump combo for Ryu. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|6HP}}, {{clr|9|4HK}} (2nd hit) > {{clr|9|623HP}} > {{clr|10|236236K}} | | | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}} > {{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Corner |
| | Damage = 5438/6116 | | | Damage = 5676/6450 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = An unusually flashy Punish Counter combo that utilises almost all of Ryu's {{clr|9|Heavy}} command normals. It looks very ''Killer Instinct'' in motion and might impress your friends, at the expense of just over 100 points of damage compared to the old-brown-shoes ''{{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}'' loop | | | Notes = A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|8|623MP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC (DI or {{clr|9|5HK}}), {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|236236K}} | | | Combo = Any Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}}, {{clr|4|DRC}}, {{clr|9|2HP}}, {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5659/6425 | | | Damage = 4884/5931 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A punish combo that works well with spacing traps and is an easier way to punish DPs or follow up a Counter DI that works without Denjin. Midscreen the {{clr|9|236HK}}, {{clr|7|623LP}} can be replaced with {{clr|9|623 HP}} for 162/241 less damage (depending on the starter). | | | Notes = This is the optimal damage route following an {{clr|10|OD Tatsu}} launch in the corner. Eminently usable as {{clr|10|OD Tatsu}} can combo naturally from Ryu's cancelable ''Light'' normals. ''Damage values tested with {{clr|7|5LP}} and {{clr|9|5HP}} as starters'' |
| |}}
| |
| {{SF6-ComboTableItem
| |
| | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|4HP}} > dj. 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|5HP}} > {{clr|4|DRC}}, dl.{{clr|9|4HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
| |
| | Position = Corner
| |
| | Damage = 6442/6758
| |
| | Drive = {{drive sf6}}x6
| |
| | Super = 3
| |
| | Difficulty = {{clr|9|Hard}}
| |
| | Notes = Highly optimized Level 3 + Drive dump {{clr|9|236HK}} combo that requires Denjin Charge. The {{clr|9|4HP}} needs to be delayed enough to reach the highest possible juggle and still be cancelable, or {{clr|9|623HP}} will miss. Can replace the {{clr|8|236MK}} juggle with {{clr|9|236HK}} > {{clr|10|236236K}} for a much easier combo at 306 less damage.
| |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|5HK}}, {{clr|8|2MK}} > {{clr|9|623HP}}/(''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2870 | | | Damage = 2870/3309 |
| | Drive = 0 | | | Drive = 0 / {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = The highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3/Critical Art if the full 3 bars of Super Gauge are stocked up. | | | Notes = The {{clr|9|HP Shoryuken}} ender represents the highest damage meterless combo available following a PC Drive Impact or Counter DI. Linking the {{clr|8|2MK}} > {{clr|9|623HP}} after {{clr|9|5HK}} can be made easier by using the ''323'' DP shortcut input. The Heavy Shoryuken ender can also be canceled into Super Art 3. As of the ''22/05/2024'' balance patch, Denjin Charged Hashogeki's startup was shortened by 1 frame, enabling a natural combo out of {{clr|8|2MK}}; the follow-up juggle requires only a little Drive Gauge (in the form of a {{clr|4|Parry Drive Rush}}) to give some huge returns. See ''Advanced/Niche Combos'' below for more post-Hashogeki juggles. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}}, {{clr|7|5LK}} > {{clr|7|236LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2860 | | | Damage = 2750 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An alternative route for the combo above, they are both meterless, begin with a {{clr|9|Heavy}} starter, and end with {{clr|9|HP Shoryuken}}. The only differences are: this combo does 10 points of damage less than the other by itself; it allows cancels into ''Denjin'' Hashogeki from {{clr|8|2MP}}, which can make its damage potentially ''explosive''. | | | Notes = An alternative starting route for the combo above, also meterless, but this one ends in {{clr|7|LK Donkey Kick}}, allowing a safe Denjin Charge at midscreen or a safe jump in the corner. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC Drive Impact, {{clr|9|6HP}}, {{clr|8|2MP}} > ''Denjin'' 214P, {{clr|4|PDR}}, {{clr|9|5HP}} > {{clr|9|623HP}} | | | Combo = PC Drive Impact, ''neutral jump'', {{clr|9|8HP}}, {{clr|9|6HK}} > {{clr|10|214KK}}, (623P/{{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 3312 | | | Damage = 3060/3340/3760/5060 |
| | Drive = {{drive sf6}} | | | Drive = {{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0/1/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = {{clr|4|Parry Drive Rush}} can be utilised to extend the juggle from Denjin Charged Hashogeki. The best damage available here without spending any extra meter, Drive or Super, is ''{{clr|9|5HP}} > {{clr|9|HP Shoryuken}}'' (which juggles the opponent too high for an SA3 cancel anyway), but cheeky alternatives such as ''{{clr|9|5HP}} > {{clr|7|LP Hashogeki}}, {{clr|9|2HK}}'' exist and do similar damage, for more of which see ''Advanced/Niche Combos'' below (note that the {{clr|9|2HK}} does not give a Hard Knockdown, as the opponent is already in a juggle state). | | | Notes = A two-bar extension for when Denjin Charge is not available. In the corner, this can be extended meterlessly with 623P (strength doesn't matter, even for {{clr|10|OD Shoryuken}}, as only the aerial frames will connect) or resources can be spent instead on a link to {{clr|10|Super Art 1}} or {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} | | | Combo = ''Denjin Charge'' (''DC''), {{clr|9|j.HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 2730 | | | Damage = 2780 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}} > {{clr|10|SA3}} | | | Combo = ''DC'', {{clr|9|j.HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|8|623MP}} > {{clr|10|SA3}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 5178 | | | Damage = 5186 |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
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| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Items = | | | Items = |
| {{SF6-ComboTableItem
| | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
| | | Combo = PC {{clr|10|214PP}}, {{clr|9|4HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2 > {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Position = Corner
| | | Position = Anywhere |
| | Damage = 6742/6992
| | | Damage = 6475/6725(CA) |
| | Drive = {{drive sf6}}x6
| | | Drive = {{drive sf6}}x6 |
| | Super = 3
| | | Super = 3 |
| | Difficulty = {{clr|9|Hard}}
| | | Difficulty = {{clr|9|Hard}} |
| | Notes = Thanks to the buff to Denjin {{clr|10|OD Hashogeki}}, this is Ryu's new max damage full resource dump (''NOTE: following the nerf to Denjin OD Hashogeki's damage in the 22/05/2024 patch, this may no longer be true''). With CA it nearly breaks 7k damage. | | | Notes = As of the ''12/02/2024'' balance update, the non-Denjin version of {{clr|10|OD Hashogeki}} was buffed to 1100 base damage. This makes it Ryu's highest damage midscreen Punish Counter starter (the highest overall is {{clr|9|HK Donkey Kick}}). This is the best damage Ryu can get off a deep Punish Counter midscreen without Denjin Charge or microwalks to extend the ''old-brown-shoes'' [{{clr|9|5HK}}, {{clr|9|5HP}}, {{clr|4|DRC}}] loop. |
| | Video =
| | |}} |
| }}
| | {{SF6-ComboTableItem |
| {{SF6-ComboTableItem
| | | Combo = PC {{clr|10|214PP}}, {{clr|9|4HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}}, {{clr|4|DRC}}, {{clr|9|2HP}}, {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | Combo = PC ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}}
| | | Position = Corner |
| | Position = Corner
| | | Damage = 6704/6954(CA) |
| | Damage = 6176/6428
| | | Drive = {{drive sf6}}x6 |
| | Drive = {{drive sf6}}x6
| | | Super = 3 |
| | Super = 2/3
| | | Difficulty = {{clr|9|Hard}} |
| | Difficulty = {{clr|9|Hard}}
| | | Notes = A corner variant of the above concept, utilising the max damage sequence following {{clr|10|OD Tatsumaki}} in the corner. |
| | Notes = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely. It also works as a hitconfirmable frametrap.
| | |}} |
| | Video =
| | {{SF6-ComboTableItem |
| }}
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2, {{clr|9|623HP}} > {{clr|10|236236K}} |
| {{SF6-ComboTableItem | | | Position = Anywhere |
| | Combo = PC {{clr|9|236HK}}, ''Denjin'' {{clr|9|214P}}, {{clr|4|DRC}} , {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}} > {{clr|10|236236K}}
| | | Damage = 6619/6869(CA) |
| | Position = Corner
| | | Drive = {{drive sf6}}x6 |
| | Damage = 7014
| | | Super = 3 |
| | Drive = {{drive sf6}}x6
| | | Difficulty = {{clr|8|Medium}} |
| | Super = 3
| | | Notes = At midscreen with Denjin Charge available, Ryu can revert to a simplified Punish Counter route starting with {{clr|9|5HK}} and still cash out for more than without Denjin Charge. Be aware of unique recovery states where the opponent may be crouching, as this will cause {{clr|9|5HK}} to whiff. |
| | Difficulty = {{clr|9|Hard}}
| | | Video = |
| | Notes = Has rather specific timings and the juggle height needs to be just right for the 623HP to hit.
| | }} |
| | Video =
| | {{SF6-ComboTableItem |
| }}
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}}, {{clr|9|5HP}} > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|2MP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|9|236HK}}, |
| | {{clr|9|623HP}} > {{clr|10|236236K}} |
| | | Position = Corner |
| | | Damage = 6767/7017(CA) |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = This is Ryu's max damage full resource dump from a PC {{clr|9|5HK}} in the corner when Denjin Charge is available. With CA it breaks 7k damage. |
| | | Video = |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}} > ''Denjin'' {{clr|10|214PP}} > {{clr|10|214214P}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|8|236MK}}, {{clr|9|623HP}}/{{clr|10|236236P}} |
| | | Position = Corner |
| | | Damage = 6156/6406 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 2/3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Though it doesn't do quite as much as the level 3 punish, this route packs quite the punch for a level 2 route. Use this as a more meter effecient way to close out rounds with the choice of spending bar on {{clr|10|Shinku Hadoken}} at the end. Please do note that if you do have full drive at the start of this combo, a short manually-timed delay after {{clr|10|Shin Hashogeki}} will allow Ryu to build back a slight amount of Drive avoiding burnout entirely. |
| | | Video = |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|236HK}}, ''Denjin'' {{clr|9|214HP}}, {{clr|4|PDR}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|2HP}} > {{clr|4|DRC}}, dl. {{clr|9|2HP}} > {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | | Position = Corner |
| | | Damage = 6806/7056(CA) |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = Max damage off a Punish Counter {{clr|9|236HK}} in the corner. Has a delay before the final {{clr|9|2HP}} in order for it to hit during its cancelable frames. For easier execution, use {{clr|8|236MK}} instead at the end. |
| | | Video = |
| | }} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|9|5HK}}, {{clr|9|5HP}}, {{clr|4|DRC}}, {{clr|9|5HK}}, dl. {{clr|9|5HP}} ( > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}})x2, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | | Position = Anywhere |
| | | Damage = 6503/6753(CA) |
| | | Drive = {{drive sf6}}x7 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Very Hard}} |
| | | Notes = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style. |
| | | Video = |
| | }} |
| }} | | }} |
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| == ADVANCED/NICHE COMBOS == | | == ADVANCED/NICHE COMBOS == |
| <tabber> | | <tabber> |
| |-|Meaty Combos w/Framekills=
| |
| {{TheoryBox
| |
| | Title = Meaty Combos w/Framekills
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| | Oneliner = Unique combos from oki setups
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| | Difficulty =
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe =
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| Ryu gets relatively scant oki compared to other characters (most notably, his offence-oriented counterpart Ken), but many of his knockdowns allow for meaty setups that can open up new combos. The following is a list of common and sometimes rare knockdown situations with descriptions of potential meaty-only combos and secondary uses for said situation (e.g. safejabs, meaty throws).
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| }}
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| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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| |+ Meaty Combo Routes
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| |-
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| ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes
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| | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +8 || +10 || +2 || A setup that is guaranteed after every regular sweep.
| |
| If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows ''{{clr|9|5HP}}'' to link into itself for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MK}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup.
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| |-
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| | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +8 || +10 || +4 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep.
| |
| At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +7 on block, allowing frametraps with {{clr|9|Heavies}}, but is not that rewarding relative to the overhead/low/bait mixup''
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| |-
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| | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +7 || +9/Launch || +1 || A setup for after a Punish Counter sweep.
| |
| If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit.
| |
| The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}.
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| |-
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| | ''PC {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a PC sweep.
| |
| This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}.
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| | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +8 || +10 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}.
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| As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep.
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| |-
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| | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.)/+6 || +17 (throw adv.)/+8 || +17 (throw adv.)/+1 || A corner-only setup for meaty throw/safejab.
| |
| A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit.
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| |-
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| | ''{{clr|10|SA1}}'' OR ''Denjin {{clr|10|SA1}}'', ''dash'', meaty {{clr|8|5MP}} || Corner || +9/+10 || +11/+12 || +1/+2 || A corner-only setup following a {{clr|10|Super Art 1}} connect
| |
| This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''.
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| |}
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| |-|Trade Combos= | | |-|Trade Combos= |
| {{TheoryBox | | {{TheoryBox |
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| |+ Trade Combo Routes | | |+ Trade Combo Routes |
| |- | | |- |
| ! Trade Setup !! Position !! Adv. (max/min) !! Link into... !! Notes | | !style="width: 10%"| Trade Setup !!style="width: 10%"| Position !!style="width: 10%"| Adv. (max/min) !!style="width: 10%"| Link into... !! Notes |
| |- | | |- |
| | ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. || | | | ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. || |
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| | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || | | | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || |
| It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). | | It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). |
| |}
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| |} | | |} |
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| # Counter-Hit {{clr|7|Light}} | | # Counter-Hit {{clr|7|Light}} |
| # Counter-Hit {{clr|8|Medium}} Hashogeki | | # Counter-Hit {{clr|8|Medium}} Hashogeki |
| Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. | | Of these juggle types, ''#3'' and ''#4'' are the most limiting and require the tightest links, while ''#1'' and ''#2'' allow for looser timing. <br> |
| | As for comboing into them, ''#2'' is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable {{clr|8|Mediums}}; ''#1'' is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); ''#3'' is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while ''#4'' is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. <br> |
| The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' | | The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' |
| }} | | }} |
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| | Notes = LAUNCH TYPE: #1, #2 - | | | Notes = LAUNCH TYPE: #1, #2 - |
| A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total. | | A set of bread-and-butter juggles that work off either the {{clr|9|HP Hashogeki}} launch or the generic Denjin-Charge launcher. Due to the forward momentum of the launcher, these are reliable regardless of initial spacing. The ender of this combo could be replaced with ''{{clr|9|5HP}} > {{clr|8|MK Donkey Kick}} > {{clr|10|Super Art 3}}'' for a decent 4268 damage total. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''{{clr|9|HP}}/DC Hasho'', {{clr|4|PDR}}, ( {{clr|9|4HK}} > {{clr|8|214MK}}, ''forward dash'' / {{clr|7|5LP}}, {{clr|9|6HK}} > 214K, ''safe jump'' ) |
| | | Position = Anywhere |
| | | Damage = 2160 |
| | | Drive = 0/{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = LAUNCH TYPE: #1, #2 - |
| | A pair of combo routes made possible by successive balance patches: the ''05/22/2024'' patch gave Ryu's {{clr|9|4HK}} a "ground bounce" state on airborne opponents, and the {{clr|8|MK Tatsu}} ender here allows Ryu to remain point-blank with frame advantage via a forward dash regardless of whether the opponent back-rises; the ''12/02/2024'' patch enabled new juggles and cancels for {{clr|9|6HK}} and the route here sets up a safe jump when close to the corner. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = LAUNCH TYPE: #1, #2 - | | | Notes = LAUNCH TYPE: #1, #2 - |
| A fancy high-damage route into {{clr|10|Super Art 3}} from {{clr|9|HP Hashogeki}}. Even without the Super cancel, this combo does respectable damage. | | A fancy high-damage route into {{clr|10|Super Art 3}} from {{clr|9|HP Hashogeki}}. Even without the Super cancel, this combo does respectable damage. In the corner, end with {{clr|8|623MP}} into {{clr|10|Super Art 3}} for 5403 damage. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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Line 904: |
| | Notes = LAUNCH TYPE: #3, #4 - | | | Notes = LAUNCH TYPE: #3, #4 - |
| The manual delay following the {{clr|4|DRC}} allows the {{clr|9|5HP}} to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same ''{{clr|4|DRC}}, delay {{clr|9|5HP}}'' link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise). | | The manual delay following the {{clr|4|DRC}} allows the {{clr|9|5HP}} to successfully juggle the airborne opponent, as they may otherwise be bounced too high. Incidentally, the same ''{{clr|4|DRC}}, delay {{clr|9|5HP}}'' link can be incorporated into the preceding combo, where it does roughly the same as this one (10 extra damage, to be precise). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''CH {{clr|7|LP}}/{{clr|8|MP}} Hasho'', {{clr|4|PDR}}, {{clr|8|2MP}} > ''Denjin'' {{clr|9|214HP}}, <br />{{clr|4|PDR}} , {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}} > {{clr|4|DRC}}, ''dl.''{{clr|9|5HP}} > {{clr|9|236HK}}, {{clr|9|623HP}} > {{clr|10|236236K}} |
| | | Position = Corner/Near-Corner |
| | | Damage = 5902/6022 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Very Hard}} |
| | | Notes = LAUNCH TYPE: #3, #4 - |
| | The meter-dump, max damage combo with this juggle route with Denjin Charge available in the corner. It requires a tight manual delay of the last {{clr|9|5HP}} during the {{clr|4|DRC}} so it can be special cancelled into {{clr|9|236HK}}, while doing it early enough so that you can link a {{clr|9|623HP}}. Any of the {{clr|9|5HP}}s can be replaced with {{clr|9|4HP}} or {{clr|9|2HP}} depending on user preference. For a much easier version of the combo, omit the last cancel from {{clr|9|5HP}} > {{clr|9|236HK}}, and instead do {{clr|9|5HP}}, {{clr|9|623HP}} > {{clr|10|236236K}}, linking a {{clr|9|Heavy Shoryuken}} for 5586/5706 damage depending on starter, 316 less damage that's more lenient on the delay. |
| |}} | | |}} |
| }} | | }} |
|
| |
| |-|j.MP Air-To-Air Juggles= | | |-|j.MP Air-To-Air Juggles= |
| {{TheoryBox | | {{TheoryBox |
Line 855: |
Line 933: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) | | | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' <br>=> 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 1600/2200/(2720/3500/4800) | | | Damage = 1600 / 2200 / <br>(2720 / 3500 / 4800) |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/1/3 | | | Super = 0/1/3 |
Line 865: |
Line 943: |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} | | | Combo = ''mid-jump'', {{clr|8|j.MP}} <br>=> {{clr|9|623HP}}/{{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2100/4700 | | | Damage = 2100 / 4700 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0/3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. | | | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. The 5-frame startup {{clr|7|LP Shoryuken}} is a safer meterless option for when the opponent is too close to the ground, and the 6-frame {{clr|10|SA3}} is a big damage juggle. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} | | | Combo = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2120/2600/4600 | | | Damage = 2120 / 2600 / 4600 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. | | | Notes = The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) | | | Combo = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3700/4800/4680 | | | Damage = 3700 / 4800 / 4680 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/1/3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. | | | Notes = These are the possible corner extensions for the above "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |
| |}} | | |}} |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| | == MODERN CONTROLS COMBOS == |
| | Alternative combo routings for Ryu when using the Modern control scheme, compiled by Pixelguin |
| | <tabber> |
| | |-|Light Starter= |
| | {{SF6-ComboTable |
| | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|5L}} > {{clr|9|623H}}/{{clr|3|6S}} |
| | | Position = Anywhere |
| | | Damage = 1490/1322 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Your basic light confirm into {{clr|3|H Shoryuken}}. Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|5L}}/{{clr|1|2L}}. The simplified input {{clr|3|6S}} does less damage than the manual input. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|2L}} ~ {{clr|1|2L}} ~ {{clr|1|2L}} > {{clr|2|4S}}/(A[{{clr|5|4S}}], {{clr|3|623H}}) |
| | | Position = Anywhere/Corner |
| | | Damage = 1130/1830 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu can only access {{clr|7|2LP}} as a chain from {{clr|1|2L}}, and can only access {{clr|8|M Tatsu}}//{{clr|10|OD Tatsu}} with the {{clr|2|4S}}/A[{{clr|5|4S}}] input ({{clr|1|L Tatsu}} and {{clr|3|H Tatsu}} are both unavailable). |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|1|5L}} ~ {{clr|1|5L}} ~ {{clr|1|2L}} > {{clr|2|4S}} |
| | | Position = Anywhere |
| | | Damage = 1230 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Due to Modern Ryu not having immediate access to {{clr|7|2LP}}, his only readily-available 4-frame normal is {{clr|1|5L}}. This can be chained into {{clr|1|2L}} to make the combo into {{clr|2|4S}} possible. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[{{clr|1|L}} ~ {{clr|1|L}}] |
| | | Position = Anywhere |
| | | Damage = 1180 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu's {{clr|1|Light}} Assisted-Combo, equivalent to {{clr|7|5LK}} > {{clr|7|236LK}}. This assisted-combo is the only way that Modern Ryu can access {{clr|7|236LK}}, an important tool that gives a safe-jump setup in the corner. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = (A[{{clr|1|L}}] / {{clr|1|5L}} ~ {{clr|1|2L}}) > {{clr|1|214L}} ( > {{clr|10|236236H}} ) |
| | | Position = Anywhere |
| | | Damage = 860/1030/3030 |
| | | Drive = 0 |
| | | Super = 0/3 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = All versions of Ryu's Hashogeki are available with a manual input and a corresponding {{clr|1|L}}, {{clr|2|M}} or {{clr|3|H}} input. As well as being crucial for burn-out loops, any cancelable {{clr|1|L}} normal into {{clr|1|L Hashogeki}} is a confirm into {{clr|10|Super Art 3}}. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|1|5L}}, ( A[{{clr|1|L}} ~ {{clr|1|L}}] / A[{{clr|1|L}}] > {{clr|2|4S}} ) |
| | | Position = Anywhere |
| | | Damage = 1160/1370 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Counter-hit fishing with Modern Ryu's 4-frame {{clr|1|5L}} into A[{{clr|1|L}}] can vastly expand the possible combo routes... |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|1|5L}}, A[{{clr|2|M}}] > ( {{clr|2|2S}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} / A[{{clr|5|2S}}], {{clr|3|6H}} > 214X ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1512/2138/2133 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = ...including into {{clr|2|Medium}} links for higher-damage extensions. Note that Modern Ryu also has the crucial ''hop-kick'' command normal as {{clr|3|6H}}, so he can still access the {{clr|3|6H}} > Aerial Tatsu juggle for good oki. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|1|214L}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|3|623H}}<br> CH {{clr|1|214L}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|4S}}<br> CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|2|5M}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}})<br>!TRADE! CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|3|623H}}<br>!TRADE! CH {{clr|1|214L}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}}) |
| | | Position = Anywhere<br>Anywhere<br>Corner<br>Anywhere<br>Corner |
| | | Damage = 2320<br>1890<br>2720 (4720)<br>2472<br>2890 (4890) |
| | | Drive = 1<br>1<br>1<br>1<br>1 |
| | | Super = 0<br>0<br>0 (3)<br>0<br>0 (3) |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = {{clr|1|214L}} launches on Counter-Hit, a very common occurence. {{clr|1|214L}} is a frame trap from the chained {{clr|1|2L}} and A[ {{clr|1|L}} ] ({{clr|1|5L}} > {{clr|1|214L}} can trade w/ 4-frame normals, which is actually beneficial as Ryu recovers faster after getting hit, allowing juggles into {{clr|3|Heavy}} normals out of {{clr|4|PDR}}) |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|1|5L}}, {{clr|2|2M}} > ({{clr|2|4S}} / {{clr|3|623H}} / A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1320/1740/2058 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Modern Ryu gets much the same combo routes as Classic Ryu does from a Punish Counter {{clr|1|5L}}, the only difference being some damage reduction on {{clr|2|M Tatsu}} and {{clr|5|OD Donkey Kick}} due to having to use the simplified input to access those moves. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC A[{{clr|1|L}}] > ( {{clr|2|2S}} / (A[{{clr|5|2S}}], {{clr|3|4H}} > {{clr|3|623H}} / ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1128/1902/2500 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Punish Counter enables links from A[{{clr|1|L}}] into Ryu's {{clr|5|OD}} specials, useful for moves that leave the opponent at -5 or worse but can be spaced beyond {{clr|1|5L}}'s range (e.g. Bison's {{clr|1|L}} and {{clr|2|M}} Scissor Kicks). This also creates strong cashouts for Ryu's Denjin Charge if it is stocked. |
| | |}} |
| | }} |
| | |-|Medium Starter= |
| | {{SF6-ComboTable |
| | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|2|2M}} > ( {{clr|2|4S}} / {{clr|2|2S}} / A[{{clr|5|2S}}] > {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere/Midscreen |
| | | Damage = 1140/1268/2042 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu retains the classic {{clr|8|2MK}} as {{clr|2|2M}}. This can combo into any of Ryu's {{clr|1|Light}}, {{clr|2|Medium}} and {{clr|5|OD}} specials, as well as {{clr|3|623H}} in many combos. The listed combos are just some examples of possible links. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|2|2M}} > ( {{clr|1|236L}} / {{clr|2|236M}} / {{clr|3|236HP}} / {{clr|5|236PP}} ) |
| | | Position = Anywhere |
| | | Damage = 980/1140 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = As yet unmentioned, Ryu's other manual input special aside from Hashogeki and Shoryuken is ''Hadoken''. Due to buffs to Ryu's ''{{clr|8|Crouching Medium Kick}} > Hadoken'' cancel, {{clr|2|2M}} > {{clr|3|236H}} is a true blockstring and {{clr|2|2M}} > {{clr|1|236L}}/{{clr|2|236M}} is DI-safe. Using the manual input to access all versions of the special is therefore crucial to accessing the best of Modern Ryu. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|2|5M}}, A[ {{clr|2|M}} ] > ( {{clr|2|4S}} / {{clr|2|2S}} / {{clr|3|623H}} / A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere |
| | | Damage = 1840/1968/2320/2742 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Ryu's ''{{clr|8|Standing Medium Punch}}, {{clr|8|Crouching Medium Punch}}'' link is retained in Modern as ''{{clr|2|5M}}, A[ {{clr|2|M}} ]'' and allows much the same combos with the standard damage reduction applied to simple inputs for some specials. Note that Modern Ryu does not have access to {{clr|9|4HP}}, so this is the best link Modern Ryu gets from {{clr|2|5M}}. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|2|M}} ~ {{clr|5|M}} ~ {{clr|10|M}} ], ( ''w/ Denjin charge, corner-only'') {{clr|3|6H}} > 214X |
| | | Position = Anywhere |
| | | Damage = 3730 / 4900 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 2 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu's {{clr|2|Medium}} Auto-Combo is equivalent to {{clr|8|2MP}} > {{clr|5|OD Hashogeki}} > {{clr|10|Super Art 2}}. Holding down either the {{clr|2|M}} or AUTO input allows the {{clr|10|Super}} to be charged slightly for extra damage. If Denjin Charge is held, the {{clr|5|OD Hashogeki}} will crumple the opponent, allowing extensions w/ {{clr|3|6H}} or {{clr|4|Parry Drive Rush}} in the corner. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|2|M}} ], ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} ) |
| | | Position = Anywhere |
| | | Damage = 1780 / 1540 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = A[ {{clr|2|M}} ], {{clr|8|Crouching Medium Punch}}, is +5 on hit, allowing a link into Ryu's {{clr|1|Light}} Auto-Combo or any other cancel route from A[ {{clr|1|L}} ]. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|2|5M}}, {{clr|2|2H}} > ( {{clr|2|4S}} / {{clr|2|2S}} / A[{{clr|5|2S}}] > {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere |
| | | Damage = 2160/2288/3062 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = On Counter-Hit, {{clr|2|5M}} will link into {{clr|3|2H}}. This requires close-range or else the {{clr|3|2H}} can whiff, so this can be substituted with {{clr|2|2M}} instead with all worthwhile follow-ups still available if spaced out |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|2|5M}}, {{clr|3|5H}} ~ {{clr|3|H}} ~ 2X |
| | | Position = Anywhere |
| | | Damage = 2320 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = An available combo that stock a Denjin charge and gives good oki in the corner, can also be used after connecting with a {{clr|4|PDR}}/{{clr|4|DRC}} {{clr|2|5M}} due to the extra frame advantage |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|2|5M}}, {{clr|3|5H}} > ( {{clr|3|623H}} / A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} ) |
| | | Position = Anywhere |
| | | Damage = 2640/3062 |
| | | Drive = 0 / {{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = A simple high-damage combo that can be performed off a PC {{clr|2|5M}}. |
| | |}} |
| | }} |
| | |-|Heavy Starter= |
| | {{SF6-ComboTable |
| | | Header = Normal Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ~ {{clr|2|H}} ~ {{clr|2|H}} ~ {{clr|10|H}} ] |
| | | Position = Anywhere |
| | | Damage = 4440 |
| | | Drive = 0 |
| | | Super = 3 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Modern Ryu's {{clr|3|Heavy}} Auto-Combo is equivalent to A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > {{clr|2|214M}} > {{clr|10|236236H}}. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ], ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} ) |
| | | Position = Anywhere |
| | | Damage = 2410/2200 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Due to Modern Ryu lacking {{clr|9|5HK}} and {{clr|9|4HP}}, his combos involving {{clr|3|Heavy}} normals are much less versatile than on Classic. Much of his combo potential in Modern revolves around A[ {{clr|3|H}} ]. The simplest such example is this combo featuring Ryu's Auto normals being linked in descending order of strength. Alternatively, {{clr|2|M Tatsu}} can be canceled into from A[ {{clr|1|L}} ] instead of completing the Auto-Combo. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}} |
| | | Position = Midscreen<br>Anywhere |
| | | Damage = 2942<br>2600/2712<br>3440 |
| | | Drive = {{drive sf6}}{{drive sf6}}<br>0<br>{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Stopping the descending Auto-Combo pattern at A[ {{clr|2|M}} ] allows for extended combos with either {{clr|5|OD Donkey Kick}} or ''Denjin''-charged Hashogeki. {{clr|4|Parry Drive Rush}} can also be used to extend combos from non-{{clr|5|OD}} Denjin-Charged Hashogeki. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|3|6H}} > 214X |
| | | Position = Anywhere |
| | | Damage = 1700 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Much like {{clr|3|5H}}, {{clr|3|6H}} is a confirmable normal, and can be combo into Aerial Tatsu on hit. Failing to confirm this normal will leave Ryu extremely punishable at close-range. |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Counter Hit |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = CH {{clr|3|5H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>CH {{clr|3|5H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|4S}} ], {{clr|3|623H}} / {{clr|10|236236L}} |
| | | Position = Anywhere/Corner |
| | | Damage = 2140/1900<br>2880/3300 |
| | | Drive = 0<br>{{drive sf6}}{{drive sf6}} |
| | | Super = 0<br>0 / 1 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = On Counter-Hit, {{clr|3|5H}} has frame advantage of +6, allowing Ryu's far-reaching A[ {{clr|1|L}} ] to combo into either its full Auto-Combo or a {{clr|2|4S}} ender. Both of these give excellent oki opportunities in the corner, and as {{clr|3|5H}} is an excellent meaty attack, opportunities to land this combo should be easy to find in matches. While in the corner itself, a combo extension with {{clr|5|OD Tatsu}} is also available |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Punish Counter |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|5H}}, {{clr|2|2M}} > ( {{clr|2|4S}} / {{clr|2|2S}} )<br>PC {{clr|3|5H}}, {{clr|2|2M}} > A[ {{clr|5|4S}} ], {{clr|3|623H}} ) |
| | | Position = Anywhere/Corner |
| | | Damage = 2100/2228<br>3080 |
| | | Drive = 0<br>{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = {{clr|3|5H}} has pretty excellent range, and in those situations where it lands as a Punish Counter from farther out, it is possible to link {{clr|2|2M}} afterwards to make the most of the opportunity. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, ( {{clr|2|4S}} / {{clr|2|2S}} )<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}} |
| | | Position = Anywhere<br>Corner |
| | | Damage = 2400/2528<br>3090 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = {{clr|3|H Hashogeki}} does not naturally combo out of Ryu's {{clr|3|Heavy}} normals, but on Punish Counter it will combo out of both {{clr|3|5H}} and {{clr|3|2H}}. This is most easily achieved following a Perfect Parry. However, without access to the 7-frame {{clr|9|4HP}}, Modern Ryu may struggle to punish certain attacks on Perfect Parry, such as safe jabs, with this sequence and may be forced to use a punish combo starting from a {{clr|2|Medium}} attack instead. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}}/{{clr|3|4H}} > {{clr|3|623H}} ( > {{clr|10|236236h}} )<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} [ {{clr|3|5H}} ~ {{clr|3|H}} ] > ''Denjin Charge''<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|4S}}<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|6H}} > 214X, ''safe jump in corner''<br>PC {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}} ) |
| | | Position = Anywhere<br>Anywhere<br>Anywhere<br>Approaching Corner<br>Corner |
| | | Damage = 3130 (5130)<br>2894<br>2774<br>3235<br>3490 (5490) |
| | | Drive = 1<br>1<br>1<br>4<br>1 |
| | | Super = 0 (3)<br>0<br>0<br>0<br>0 (3) |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Due to lacking key {{clr|3|Heavy}} normals, Modern Ryu is more reliant on PC [ {{clr|3|5H}}/{{clr|3|2H}} > {{clr|3|214H}} ] launches to eke out damage. A {{clr|4|Parry Drive Rush}} is required to get the most out of this opportunity, and it can be converted for either damage ({{clr|3|623H}}), oki ({{clr|2|4S}}), a Denjin Charge w/ oki in the corner (({{clr|3|5H}} ~ {{clr|3|H}}) or a safe jump route in the corner ({{clr|3|6H}} > 214X). Even with a smaller pool of normals, the possibilities here are numerous and worth experimenting with |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|3|6H}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} )<br>PC {{clr|3|6H}}, A[ {{clr|1|L}} ] > A[ {{clr|5|4S}} ], {{clr|3|623H}} / {{clr|10|236236L}} |
| | | Position = Anywhere/Corner |
| | | Damage = 2140/1900<br>2880/3300 |
| | | Drive = 0<br>{{drive sf6}}{{drive sf6}} |
| | | Super = 0<br>0 / 1 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = The same links from a Counter-Hit {{clr|3|5H}} are available when {{clr|3|6H}} lands as a Punish Counter. As {{clr|3|6H}} has low-crush properties, this can happen quite often, especially vs players that are overly comfortable with pressing their character's low pokes |
| | |}} |
| | }} |
| | |-|Parry Drive Rush / Drive Rush Cancel Combos= |
| | {{SF6-ComboTable |
| | | Header = Parry Drive Rush |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|4|PDR}} {{clr|2|6M}}, {{clr|2|5M}}/A[{{clr|2|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|623H}} |
| | | Position = Anywhere |
| | | Damage = 1840/1968/2320 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = The first half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. The {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}} is +3 on-block, allowing for follow-up pressure if the opponent successfully blocks |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|4|PDR}} {{clr|2|2M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} |
| | | Position = Anywhere |
| | | Damage = ## |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|1|Easy}} |
| | | Notes = The second half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. Note that unlike the {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}}, {{clr|2|2M}} is -2 on-block out of a {{clr|4|Parry Drive Rush}}, so savvy opponents are likely to attempt to take their turn back |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump'' |
| | | Position = Midscreen, approaching corner for safe jump |
| | | Damage = 2052/2472 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = ## |
| | | Difficulty = {{clr|2|Medium}} |
| | | Notes = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump'' |
| | | Position = Midscreen, approaching corner for safe jump |
| | | Damage = 2052/2472 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = ## |
| | | Difficulty = {{clr|2|Medium}} |
| | | Notes = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|2|214M}}, {{clr|3|623H}} |
| | | Position = Corner |
| | | Damage = 2004/3194 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|2|Medium}} |
| | | Notes = A basic non-Super {{clr|4|Parry Drive Rush}} extension following {{clr|5|OD Tatsu}} in the corner. Can begin off {{clr|1|Light}}, {{clr|2|Medium}} or {{clr|3|Heavy Starters}}. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters'' |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Drive Rush Cancel |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] )/( A[ {{clr|2|M}} ] > {{clr|3|623H}} ) |
| | | Position = Anywhere |
| | | Damage = 1432/1609 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Due to lacking the 7-frame startup {{clr|9|4HP}}, Modern Ryu's potential combo routes off a DRC'd {{clr|1|Light}} normal are severely curtailed. His best option is the ['' {{clr|1|5L}}, {{clr|2|5M}} ''] route featured here, as it can link into either the {{clr|1|L}} or {{clr|2|M}} auto-normals. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}}/{{clr|3|Heavy}} starter > {{clr|4|DRC}} {{clr|3|5H}}, ( {{clr|2|5M}}/A[ {{clr|2|M}} ] > {{clr|3|623H}} ) / ( {{clr|2|5M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] ) |
| | | Position = Anywhere |
| | | Damage = 2013 - 2714 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = The lack of {{clr|9|4HP}} similarly limits the potential routes into {{clr|4|DRC}} {{clr|3|5H}}. The best option to link after {{clr|4|DRC}} {{clr|3|5H}} is {{clr|2|5M}} as it can simply be canceled into a number of specials or can link into Modern Ryu's {{clr|1|Light}} auto-combo. ''Damage tested with {{clr|2|2M}} and {{clr|3|5H}} starters'' |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC ( DI / A[ {{clr|3|H}} ] ) > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Anywhere |
| | | Damage = 5268/5794 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = The need to interchange {{clr|2|Medium}} and {{clr|3|Heavy}} normals during Modern Ryu's {{clr|4|Drive Rush Cancel}} combos severely impacts the damage output, even from an ideal starter. Notably, Modern Ryu can only combo into his {{clr|3|Heavy}} normals off a Punish Counter A[ {{clr|3|H}} ] starter or a Punish Counter Drive Impact |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Corner |
| | | Damage = 4132 - 5548 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Optimal corner combo following an {{clr|5|OD Tatsu}} launch in the corner. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters'' |
| | |}} |
| | |
| | }} |
| | |-|Drive Impact Crumple / Wall Splat / Stun= |
| | {{SF6-ComboTable |
| | | Header = following Drive Impact Crumple |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ] > {{clr|10|214124M}}, ''hold, then release'', ( {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|2S}} ], {{clr|3|4H}} > {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Midscreen |
| | | Damage = 2860<br>3074<br>3384<br>3754(4454)<br>5074 |
| | | Drive = 0 / 2 |
| | | Super = 0 - 3 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Due to lacking {{clr|9|5HK}} in Modern, Ryu's primary option following a Drive Impact crumple is the ''A[ {{clr|3|H}} ], A[ {{clr|2|M}} ]'' link and all its potential follow-ups. Here are the highest damage midscreen options. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|4S}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|1|214L}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}} > {{clr|10|214124M}}, ''hold, then release'', ( {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|4|PDR}} {{clr|3|5H}} > {{clr|2|2S}} > {{clr|10|236236H}} |
| | | Position = Midscreen |
| | | Damage = 3160<br>3460<br>3674<br>4000(4800)<br>5160 |
| | | Drive = 1<br>2<br>1<br>2<br>1 |
| | | Super = 0 - 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Alternative midscreen routing for when Denjin Charge is held |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''dash'', {{clr|3|2H}} > {{clr|2|214M}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|1|214M}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|214M}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Corner |
| | | Damage = 3000<br>3374<br>3624<br>5502 |
| | | Drive = 1<br>3<br>3<br>6 |
| | | Super = 0 - 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Corner routing for Modern Ryu's post-DI crumple combos is actually very similar to Classic, due to the prevalence of Hashogeki juggles. As Modern Ryu uses Hashogeki with a manual input only, both damage and routing are largely unchanged. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, ''dash'', {{clr|3|2H}} > {{clr|1|214L}}, {{clr|3|623H}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, {{clr|3|214H}}, {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|2|214M}}, {{clr|10|236236L}}<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}} > {{clr|10|214214M}}, ''hold, then release'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|1|214L}}, ( {{clr|3|623H}} / {{clr|10|236236L}} )<br>A[ {{clr|3|H}} ], A[ {{clr|2|M}} ] > ''Denjin'' {{clr|5|214XX}}, {{clr|3|5H}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Corner |
| | | Damage = 3290<br>3600<br>3904<br>4685/5047<br>5690 |
| | | Drive = 0<br>2<br>3<br>3<br>6 |
| | | Super = 0 - 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Alternative corner routing for when Denjin Charge is held |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Wall Splat |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = Wall Splat, {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} |
| | | Position = Corner |
| | | Damage = 2176 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Modern Ryu's basic wallsplat combo is unchanged from Classic, as all specials can use motions to retain max damage |
| | |}} |
| | }} |
| | {{SF6-ComboTable |
| | | Header = Stun |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = ''Denjin Charge'' (''DC''), j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}} |
| | | Position = Corner |
| | | Damage = 2670 |
| | | Drive = 0 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Modern Ryu's best meterless Stun combo, note that Classic Ryu's best meterless Stun Combo elides using the Denjin Charge entirely and still does more damage |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''DC'', j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|5|214XX}}, ''walk/dash forward'' {{clr|3|2H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}} ) |
| | | Position = Corner |
| | | Damage = 3020 (5020) |
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 0 (3) |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Fortunately, this slightly more expensive combo is entirely unchanged from Classic and does the same damage. However, due to lacking many of Classic Ryu's crucial {{clr|3|Heavy}} normals, this is also close to being Modern Ryu's best route into {{clr|10|SA3}} off a Stun (it is certainlly the best value-for-Drive) |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''DC'', {{clr|10|214214M}} ''full charge'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}}/{{clr|10|236236L}} |
| | | Position = Corner |
| | | Damage = 4684/4888 |
| | | Drive = {{drive sf6}}x4 |
| | | Super = 2/3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = When using {{clr|10|SA2}} in a Stun combo, it is best to start with a fully-charged {{clr|10|SA2}} ''immediately'' after performing the Denjin Charge. {{clr|10|SA1}} can be used at the end of the combo in lieau of {{clr|3|623H}} for some extra damage |
| | |}} |
| | }} |
| | |-|Max Damage Punishes= |
| | {{SF6-ComboTable |
| | | Header = Max Damage Punishes |
| | | Items = |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|10|214XX}}, {{clr|2|5M}} > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Anywhere |
| | | Damage = 5954 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Without Denjin Charge, Ryu's best midscreen Punish Counter starter is {{clr|5|OD Hashogeki}}, just as it is in Classic |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC {{clr|10|214XX}}, {{clr|2|5M}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Corner |
| | | Damage = 6206 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|9|Hard}} |
| | | Notes = In the corner, Modern Ryu's best Punish Counter starter without Denjin Charge is still {{clr|10|OD Hashogeki}} due to lacking access to {{clr|3|Heavy Donkey Kick}} |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}}, {{clr|3|5H}} > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Anywhere |
| | | Damage = 6280 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = With Denjin Charge available, Modern Ryu's best midscreen Punish Counter is a DRC loop starting off a Punish Counter A[ {{clr|3|H}} ]. This is the closest Modern Ryu has to Classic Ryu's equivalent and far more damaging midscreen DRC loop |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}}, {{clr|3|5H}} > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Anywhere |
| | | Damage = 6442 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Modern Ryu's best corner option with Denjin Charge available |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC A[ {{clr|3|H}} ], {{clr|3|5H}} > !DENJIN! {{clr|5|214XX}} > {{clr|10|214214M}} ''partial hold'', {{clr|4|PDR}} {{clr|3|2H}} > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|10|236236L}} |
| | | Position = Anywhere |
| | | Damage = 6168 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Hard}} |
| | | Notes = A very useful sequence as a manual delay following the partially-charged Shin Hashogeki can allow for slight recovery of Drive Gauge mid-combo, potentially preventing Burnout |
| | |}} |
| | }} |
| | </tabber> |
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| |
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| {{Character Subnav SF6 | chara=Ryu }} | | {{Character Subnav SF6 | chara=Ryu }} |