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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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| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | 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. | | | 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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| | 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}} |
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| | 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|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 | | | Position = Corner |
| | Damage = 6690/6954(CA) | | | Damage = 6704/6954(CA) |
| | Drive = {{drive sf6}}x6 | | | Drive = {{drive sf6}}x6 |
| | Super = 3 | | | Super = 3 |
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| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Very Hard}} | | | Difficulty = {{clr|9|Very Hard}} |
| | Notes = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style. | | | Notes = The infamous "microwalk" combo. It is very hard to perform consistently and is Ryu's true highest damage option midscreen without Denjin Charge. Before the damage buff to non-Denjin {{clr|10|OD Hashogeki}} this was the strongest by a wider margin, but it is now only 28 damage stronger and arguably never worth it for any reason other than style. You can use 2HP for an extra frame of leniency when microwalking, or 2MP for the largest window (it will do less damage than the 5HP/2HP route, but will still do more damage than the standard, non-microwalk version). |
| | Video = | | | Video = |
| }} | | }} |
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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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| | 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 |
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| </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> |
|
| |
|
| {{Character Subnav SF6 | chara=Ryu }} | | {{Character Subnav SF6 | chara=Ryu }} |