|
|
(4 intermediate revisions by the same user not shown) |
Line 294: |
Line 294: |
| |}} | | |}} |
| {{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}}. |
| |}} | | |}} |
| }} | | }} |
Line 348: |
Line 357: |
| | 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. |
| |}} | | |}} |
| }} | | }} |
Line 1,027: |
Line 1,045: |
| | Difficulty = {{clr|7|Easy}} | | | 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. | | | 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}}) |
| |}} | | |}} |
| }} | | }} |
Line 1,210: |
Line 1,237: |
| | Difficulty = {{clr|8|Medium}} | | | 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. | | | 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 | | {{SF6-ComboTableItem |
Line 1,275: |
Line 1,311: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, A[ {{clr|2|M}} ] > {{clr|3|623H}} | | | 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 | | | Position = Anywhere |
| | Damage = 1609 | | | Damage = 5268/5794 |
| | Drive = ## | | | Drive = {{drive sf6}}x6 |
| | Super = ## | | | Super = 3 |
| | Difficulty = ## | | | 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}}, A[ {{clr|2|M}} ] ''] route featured here | | | 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= | | |-|Drive Impact Crumple / Wall Splat / Stun= |
Line 1,329: |
Line 1,393: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = Wall Splat, {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} |
| | Position = ## | | | Position = Corner |
| | Damage = ## | | | Damage = 2176 |
| | Drive = ## | | | Drive = 0 |
| | Super = ## | | | Super = 0 |
| | Difficulty = ## | | | Difficulty = {{clr|7|Easy}} |
| | Notes = ## | | | Notes = Modern Ryu's basic wallsplat combo is unchanged from Classic, as all specials can use motions to retain max damage |
| |}} | | |}} |
| }} | | }} |
Line 1,342: |
Line 1,406: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = ''Denjin Charge'' (''DC''), j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}} |
| | Position = ## | | | Position = Corner |
| | Damage = ## | | | Damage = 2670 |
| | Drive = ## | | | Drive = 0 |
| | Super = ## | | | Super = 0 |
| | Difficulty = ## | | | Difficulty = {{clr|7|Easy}} |
| | Notes = ## | | | 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 |
| |}} | | |}} |
| }} | | }} |
Line 1,356: |
Line 1,438: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | 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 = ## | | | Position = Anywhere |
| | Damage = ## | | | Damage = 5954 |
| | Drive = ## | | | Drive = {{drive sf6}}x6 |
| | Super = ## | | | Super = 3 |
| | Difficulty = ## | | | Difficulty = {{clr|8|Medium}} |
| | Notes = ## | | | 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 |
| |}} | | |}} |
| }} | | }} |