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| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you run stagger pressure while confirming into big damage on hit. Has the same startup but even more range than Ken's {{clr|H|5HP}}, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. Forces stand on hit, letting you either go into {{clr|H|5HK}} either with the {{clr|H|5HP}}~{{clr|H|HK}} target combo or link another normal if done out of a {{clr|4|Drive Rush}}. Very important to his high damage combos. | | A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you run stagger pressure while confirming into big damage on hit. Has the same startup but even more range than Ken's {{clr|H|5HP}}, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. |
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| | Forces stand on hit, letting you either go into {{clr|H|5HK}} either with the {{clr|H|5HP}}~{{clr|H|HK}} Target Combo or link another normal if done out of a {{clr|4|Drive Rush}}. Very important to his high damage combos. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hk}} |
| * Whiffs on crouching opponents | | * Punish Counter: KD +84 Crumple ({{sf6-adv|VP|+11}} before becoming airborne) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Punish Counter: KD +84 Crumple (+11 before becoming airborne) | | * Whiffs on crouching opponents (unless they extend an upwards hurtbox) |
| | * 2f extra recovery on block |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| Fairly good anti-air from mid-long range due to its juggle properties. {{clr|H|5HK}} has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. Outstanding whiff punish and shimmy tool. A star blows up every time you Punish Counter with this button. | | Fairly good anti-air from mid-long range due to its juggle properties. {{clr|H|5HK}} has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. Outstanding whiff punish and shimmy tool. A star blows up every time you Punish Counter with this button. |
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| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * Extends an upwards hurtbox on frames 1-6 that is vulnerable to air strikes |
| <br> | | <br> |
| Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than {{clr|L|5LP}} when chaining against {{clr|4|Drive Impact}} armor. | | Fast but short range chainable light normal, mainly used for hitconfirms and punishing {{sf6-adv|VM|-4}} attacks. It is slightly worse than {{clr|L|5LP}} when chaining against {{clr|4|Drive Impact}} armor. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| | * Extends an upwards hurtbox on frames 1-9 that is vulnerable to air strikes |
| <br> | | <br> |
| Decent button for applying pressure. Links into {{clr|L|5LK}} consistently, and is a great button to use after {{clr|4|Drive Rush}} for frame advantage on block. | | Decent button for applying pressure. Links into {{clr|L|5LK}} consistently, and is a great button to use after {{clr|4|Drive Rush}} for frame advantage on block. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hp}} | | {{AttackDataCargo-SF6/Query|ryu_2hp}} |
| | * '''Anti-Air Invuln:''' 9f (Fist), 10-14f (Head); cannot hit cross-up |
| * Forces stand on hit | | * Forces stand on hit |
| | * Only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only |
| | * Active frames 2-5 have 5f less hitstun (can be punishable if used as a meaty) |
| * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) | | * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+9}} oB |
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| A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. | | A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. |
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| Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer range). | | Gives enough advantage on Punish counter to go for a Denjin charge and be only {{sf6-adv|VM|-5}} (safe if you are outside of 5 framer range). |
| }} | | }} |
| <br> | | <br> |
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| * Can be used as a fuzzy instant overhead | | * Can be used as a fuzzy instant overhead |
| <br> | | <br> |
| | A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Shoryuken. |
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| The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the {{clr|L|j.LP}} to connect. This is high risk and should only ever be attempted if it is certain to end the round. | | The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the {{clr|L|j.LP}} to connect. This is high risk and should only ever be attempted if it is certain to end the round. |
| }} | | }} |
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| * Shifts Ryu's hurtbox upward during startup | | * Shifts Ryu's hurtbox upward during startup |
| <br> | | <br> |
| Ryu's best air-to-air since it causes a knockdown. The follow-up juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. | | Ryu's most rewarding air-to-air since it causes a knockdown. The follow-up juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. |
| }} | | }} |
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| * Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents | | * Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents |
| <br> | | <br> |
| Jump-in with a good downward reaching hitbox. | | Jump-in with a good downward reaching hitbox for closer range jumps and throw baits. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jhk}} | | {{AttackDataCargo-SF6/Query|ryu_jhk}} |
| Great hitbox makes it a threat at mid-long ranges. | | Great hitbox makes it a threat at mid-long ranges, like when jumping over a fireball. |
| }} | | }} |
| <br> | | <br> |