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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|4HK}} > {{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 = 1300/1460/2170 | | | 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 free 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}} extensions 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 |
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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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| | 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|8|623MP}}) 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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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|8|623MP}} | | | Combo = PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|8|214MK}}/{{clr|8|236MK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|2HK}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|7|214LP}}, {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|5HP}} > {{clr|7|214LP}}, {{clr|9|623HP}} |
| | Position = Corner | | | Position = Anywhere/Anywhere/Corner/Corner |
| | Damage = 3090 | | | Damage = 2560/2720<br>3176<br>3090<br>3431 |
| | Drive = 0 | | | Drive = 0<br>{{drive sf6}}<br>0<br>{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''. | | | Notes = {{clr|9|HP Hashogeki}} does not combo naturally out of any of Ryu's normals, but on Punish Counter it will always combo from his {{clr|9|Heavy}} Punches. A good opportunity to guarantee this Punish Counter starter would be out of a Perfect Parry: {{clr|9|4HP}} is the fastest at 7-frames startup and can be used to punish {{clr|7|Lights}} on Perfect Parry but is also very short-range; {{clr|9|5HP}} is much farther reaching and can punish {{clr|8|Mediums}}. Damage is identical, and on Perfect Parry the listed combo damage will be scaled to ''1545''. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC DI/{{clr|9|5HK}}, ''delay'', {{clr|9|5HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|9|2HP}} > {{clr|10|236KK}}, ''dash forward'' {{clr|7|623LP}}<br>PC {{clr|9|5HP}}/{{clr|9|2HP}}/{{clr|9|4HP}} > {{clr|9|214HP}}, {{clr|4|PDR}} {{clr|8|5MP}} > {{clr|9|214HK}} |
| | | Position = Facing Midscreen, back to Corner |
| | | Damage = 2765/3235<br>3282<br>2876 |
| | | Drive = {{drive sf6}}{{drive sf6}}<br>{{drive sf6}}{{drive sf6}}{{drive sf6}}<br>{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Punish Counter {{clr|9|Heavies}} give Ryu multiple routes to sideswap when he has his back to the corner. The best of these involve {{clr|10|OD Donkey Kick}} followed by a dash-under {{clr|7|LP Shoryuken}} as it puts the opponent closest to the corner; a delay is required for the opponent to enter an airborne state during the crumple animation, so that they can be juggled ''before'' the {{clr|10|OD Donkey Kick}} connects. Without a PC {{clr|9|5HK}}/DI crumple, an opponent can be launched from any PC {{clr|9|Heavy Punch}} into {{clr|9|HP Hashogeki}}; these same routes can also be applied to Denjin-charged {{clr|9|HP Hashogeki}}, which can combo naturally from {{clr|8|Mediums}}. |
| |}} | | |}} |
| }} | | }} |
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| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge. | | | Notes = Easy punish against moves that are at least -30 (DPs, supers) that works anywhere on the screen and costs no Drive Gauge. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any cancelable {{clr|9|Heavy}} > {{clr|4|DRC}} {{clr|9|5HK}}, {{clr|9|5HK}}, {{clr|10|236236P}} |
| | | Position = Anywhere |
| | | Damage = 3357 |
| | | Drive = 3 |
| | | Super = 1 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = This is an optional ender for Ryu's basic {{clr|4|Drive Rush Cancel}} loop (see ''Drive Rush Combos'' below). Rather than following up {{clr|4|DRC}} {{clr|9|5HK}} with {{clr|9|5HP}} into a special cancel, follow up with a 5HK link followed by a {{clr|10|Super Art 1}} link. An excellent meter-efficient way to close out Round 1. |
| |}} | | |}} |
| }} | | }} |
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| | 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 |
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| | Position = Corner | | | Position = Corner |
| | Damage = 4884/5931 | | | Damage = 4884/5931 |
| | Drive = {{drive sf6}}x4 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | 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'' | | | 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.
| |
| |}}
| |
| {{SF6-ComboTableItem
| |
| | Combo = PC {{clr|10|214PP}}, {{clr|9|4HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}}, {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}}
| |
| | Position = Midscreen
| |
| | Damage = 6475
| |
| | Drive = {{drive sf6}}x6
| |
| | Super = 3
| |
| | Difficulty = {{clr|9|Hard}}
| |
| | Notes = As of the *12/02/2024* balance update, the non-Denjin version of OD Hashogeki received a notable damage buff to 1100 base damage. This makes it by far Ryu's highest damage Punish Counter starter. This is the highest possible damage Ryu can get off a clean Punish Counter midscreen without resorting to microwalks to extend a standard "5HK, 5HP, DRC" loop (and the damage lost is 28, well worth it for the drop in executional difficulty).
| |
| |}}
| |
| {{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}}
| |
| | Position = Corner
| |
| | Damage = 6690
| |
| | Drive = {{drive sf6}}x6
| |
| | Super = 3
| |
| | 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.
| |
| |}} | | |}} |
| }} | | }} |
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| | 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}}) | | | 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 = 2870/3390 | | | Damage = 2870/3309 |
| | Drive = 0 / {{drive sf6}} | | | Drive = 0 / {{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | 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/Critical Art if the full 3 bars of Super Gauge are stocked up. 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. | | | 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 |
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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 = This is Ryu's max damage full resource dump from a standard PC {{clr|9|5HK}}. 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 {{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 |
| | Position = Corner
| | | Damage = 6704/6954(CA) |
| | Damage = 6122/6372
| | | 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.
| | |}} |
| | 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 = |
| | }} |
| }} | | }} |
|
| |
|
Line 786: |
Line 834: |
| | 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 |
Line 805: |
Line 863: |
| | 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 |
Line 846: |
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 905: |
Line 972: |
| </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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| {{Character Subnav SF6 | chara=Ryu }} | | {{Character Subnav SF6 | chara=Ryu }} |