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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L~L | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 5/2L~2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} |
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| | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=Your key to corner damage.}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=Your key to corner damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_4hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_4hp|caption=}} |
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| | input = {{Classic_sf6}} 6HK~214K<br>{{Modern_sf6}} 6H~S | | | input = {{Classic_sf6}} 6HK~214K<br>{{Modern_sf6}} 6H~S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=Shades of Evil Ryu.}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=Shades of Evil Ryu}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hadoken | | | title = Hadoken |
| | subtitle = | | | subtitle = Fireball |
| | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) |
| | images = | | | images = |
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| {{AttackDataCargo-SF6/Query|ryu_236lp}} | | {{AttackDataCargo-SF6/Query|ryu_236lp}} |
| * Slow 1-hit projectile; '''Projectile Speed:''' 0.055 | | * Slow 1-hit projectile; '''Projectile Speed:''' 0.055 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mp}} | | {{AttackDataCargo-SF6/Query|ryu_236mp}} |
| * Medium-speed 1-hit projectile; '''Projectile Speed:''' 0.070 | | * Medium-speed 1-hit projectile; '''Projectile Speed:''' 0.070 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hp}} | | {{AttackDataCargo-SF6/Query|ryu_236hp}} |
| * Fast 1-hit projectile; '''Projectile Speed:''' 0.085 | | * Fast 1-hit projectile; '''Projectile Speed:''' 0.085 |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236pp}} | | {{AttackDataCargo-SF6/Query|ryu_236pp}} |
| * Fast 2-hit OD projectile; '''Projectile Speed:''' 0.095 | | * Fast 2-hit {{clr|OD|OD}} projectile; '''Projectile Speed:''' 0.095 |
| * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state on hit | | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| | * Allows the use of {{clr|SA|SA1}} while {{clr|OD|236PP}} is still on-screen |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. | | {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. |
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| {{clr|OD|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The knockdown time lets Ryu perform a Denjin Charge, and in the corner he can juggle into {{clr|SA|SA1}} on reaction. He can also {{clr|DR|Drive Rush}} into a juggled normal against cornered opponents when starting from about 1/3 to 1/2 screen away. Unlike his other fireballs, Ryu is allowed to use {{clr|SA|SA1}} when {{clr|OD|OD Hadoken}} is still on the screen. | | {{clr|OD|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The faster recovery makes it extremely hard for opponents to jump over, even as a prediction. On hit, the knockdown time lets Ryu perform a Denjin Charge or move forward for oki. If the opponent is cornered and ~1/3 screen away, Ryu can pick up {{clr|DR|Drive Rush}} juggles into light normals; from a bit farther away, he can get medium and heavy normals as well. He can also juggle into {{clr|SA|SA1}} on reaction against cornered opponents, and even midscreen opponents under certain conditions. In general, a 2-light confirm or a {{clr|PC|Counter-hit}} light into medium confirm leaves Ryu close enough for this juggle. Additionally, {{clr|M|2MK}} and {{clr|H|5HP}} move forward during the cancel window, allowing the {{clr|OD|236PP}} > {{clr|SA|SA1}} juggle to work more consistently. |
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| | A ranged cancel from {{clr|M|2MK}}, {{clr|M|2MP}}, or {{clr|H|5HP}} into {{clr|H|HP Hadoken}} will always be a true blockstring, while {{clr|M|MP Hadoken}} can leave small gaps; {{clr|L|LP Hadoken}} leaves much larger gaps in ranged cancels that can allow more armored or anti-projectile moves to be effective. |
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| | Canceling pokes into Hadoken runs the risk of being absorbed by {{clr|DR|Drive Impact}} armor for a full crumple punish. This requires a prediction by the opponent before the poke connects, so you can shut this down by playing less predictably and countering with your own {{clr|DR|DI}} if they abuse it in neutral. When a blocked poke like {{clr|M|2MK}}/{{clr|M|2MP}}/{{clr|H|5HP}} is canceled into Hadoken, the opponent's reversal {{clr|DR|DI}} will not be fast enough to punish through any blockstring gaps. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hadoken | | | title = Denjin Charge Hadoken |
| | subtitle = | | | subtitle = Denjin Fireball |
| | input = {{Classic_sf6}} 236{{clr|H|HP}}<br>{{Modern_sf6}} 236X or 5S | | | input = {{Classic_sf6}} 236{{clr|H|HP}}<br>{{Modern_sf6}} 236{{clr|H|H}} or 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} |
| * Fast 2-hit projectile; '''Projectile Speed:''' 0.12 | | * Fast 2-hit projectile; '''Projectile Speed:''' 0.12 |
| * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state | | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} |
| * Fast 3-hit OD projectile; '''Projectile Speed:''' 0.145 | | * Fast 3-hit {{clr|OD|OD}} projectile; '''Projectile Speed:''' 0.145 |
| * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state | | * Has juggle potential; puts opponents into a {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 13f (Super) | | * '''Cancel Hitconfirm Window:''' 13f (Super) |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Shoryuken | | | title = Shoryuken |
| | subtitle = | | | subtitle = Dragon Punch |
| | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H) | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H) |
| | images = | | | images = |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Aerial Tatsumaki Senpu-kyaku | | | title = Aerial Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Air Tatsu |
| | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S | | | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S |
| | images = | | | images = |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hashogeki | | | title = Hashogeki |
| | subtitle = | | | subtitle = Hado Palm |
| | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
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| {{clr|H|HP Hashogeki}} gives Ryu frame advantage on block and keeps them inside throw range, but canceling into it leaves him vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames; this allows you to use the aforementioned {{clr|PC|Counter-hit}} launch juggle routes, even if he trades with the opponent's normal. | | {{clr|H|HP Hashogeki}} gives Ryu frame advantage on block and keeps them inside throw range, but canceling into it leaves him vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames; this allows you to use the aforementioned {{clr|PC|Counter-hit}} launch juggle routes, even if he trades with the opponent's normal. |
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| {{clr|OD|OD Hashogeki}} is also plus on block, but has little reward on hit without a Denjin stock. Due to it's high damage and ability to be linked out of, using it as a {{clr|PC|PC}} starter is great; the damage scaling only kicks in when comboing '''into''' the {{clr|OD|214PP}}. It's serviceable as a round closer or to keep certain buttons safe for punishment. | | {{clr|OD|OD Hashogeki}} is also plus on block, but has little reward on hit without a counter hit or Denjin stock. Due to it's high damage and ability to be linked out of, using it as a {{clr|PC|PC}} starter is great; the damage scaling only kicks in when comboing '''into''' the {{clr|OD|214PP}}. It's serviceable as a round closer or to keep certain buttons safe for punishment. |
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| All versions of Hashogeki can be juggled into in some capacity. The {{clr|L|LP}} and {{clr|M|MP}} versions are used in some high-damage corner juggle routes, usually by using {{clr|DR|Drive Rush}} buttons after {{clr|OD|OD Tatsu}} or {{clr|H|HP Hashogeki}}. See the [[Street_Fighter_6/Ryu/Combos|Combos page]] for details about specific routes with their damage and resource cost. | | All versions of Hashogeki can be juggled into in some capacity. The {{clr|L|LP}} and {{clr|M|MP}} versions are used in some high-damage corner juggle routes, usually by using {{clr|DR|Drive Rush}} buttons after {{clr|OD|OD Tatsu}} or {{clr|H|HP Hashogeki}}. See the [[Street_Fighter_6/Ryu/Combos|Combos page]] for details about specific routes with their damage and resource cost. |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hashogeki | | | title = Denjin Charge Hashogeki |
| | subtitle = | | | subtitle = Denjin Hado Palm |
| | input = {{Classic_sf6}} 214{{clr|H|HP}}<br>{{Modern_sf6}} 214X | | | input = {{Classic_sf6}} 214{{clr|H|HP}}<br>{{Modern_sf6}} 214{{clr|H|H}} |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|ryu_214p(charged)|caption=}} |
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| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
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| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor reversal compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. However, the motion of the super does make it a bit easier to use when reacting to drive impact. |
| }} | | }} |
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