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| * '''Strike/Throw Invuln:''' 1-8f; Armor Break | | * '''Strike/Throw Invuln:''' 1-8f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1/2 Drive bar from opponent on hit |
| | * 30% minimum damage scaling |
| <br> | | <br> |
| Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. | | Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. |
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| * '''Full Invuln:''' 1-13f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| | * 40% minimum damage scaling |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). |
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| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| | * 40% minimum damage scaling |
| * Button must be held for 6f after the Super freeze | | * Button must be held for 6f after the Super freeze |
| <br> | | <br> |
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| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * Depletes 1 Drive bar from opponent on hit |
| | * 40% minimum damage scaling |
| * Button must be held for 36f after the Super freeze | | * Button must be held for 36f after the Super freeze |
| * Gives a tumbling OTG knockdown that can be followed up with a raw Drive Rush combo | | * Gives a tumbling OTG knockdown that can be followed up with a raw Drive Rush combo |
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| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.2 Drive bars for Ryu | | ** Cinematic time regenerates ~2.2 Drive bars for Ryu |
| | * 50% minimum damage scaling |
| {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.3 Drive bars for Ryu | | ** Cinematic time regenerates ~2.3 Drive bars for Ryu |
| | * 50% minimum damage scaling; available at 25% HP or below |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. | | A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. |