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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6mp}} | | {{AttackDataCargo-SF6/Query|ryu_6mp}} |
| * 2-hit overhead; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
| A standard overhead that can link into {{clr|M|5MP}} or {{clr|M|2MP}} when used after {{clr|4|Drive Rush}}. A regular counter-hit can still link into a 4f light, but regular hits do not allow for follow-up links. | | A fast overhead that can link into {{clr|M|5MP}} or {{clr|M|2MP}} when used after {{clr|4|Drive Rush}}. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. |
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| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| | * 2nd hit can whiff at a specific range, becoming {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-12}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Good meaty off strong knockdowns
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| <br> | | <br> |
| A powerful advancing command normal that is plus on block and combos to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and even stronger combos on Counter-hit/Punish Counter. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback. | | A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. The {{sf6-adv|P|+1}} block advantage is enough to threaten a counter-hit jab afterwards, but a throw will lose if the opponent hits a 4f normal. It can be up to {{sf6-adv|P|+3}} on block if spaced out, but this also results in more pushback. |
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| | Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and gets even stronger links on Counter-hit/Punish Counter. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. |
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| {{AttackDataCargo-SF6/Query|ryu_4hp}} | | {{AttackDataCargo-SF6/Query|ryu_4hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 17f (only 1st active frame is cancelable) | | * 8f less hitstun on active frames 2-4 (can be unsafe with meaty timing) |
| | * () refers to hit/block recovery on 1st active frame only |
| | * '''Cancel Hitconfirm Window:''' 17f (1st active frame only) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB |
| <br> | | <br> |
| Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like {{clr|10|OD Hadoken/Hashogeki}}. Can be used as an anti-air, but the hitbox is a little inconsistent so {{clr|H|2HP}} is more reliable. | | Ryu's fastest heavy normal, but has fairly short range making it finicky in combos without {{clr|4|Drive Rush}} momentum. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like {{clr|10|OD Hadoken/Hashogeki}}. |
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| | Can be used as an anti-air, but the hitbox makes it a little inconsistent against strong air normals; stick with {{clr|H|2HP}} for a more reliable normal. |
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| * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) | | * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) |
| <br> | | <br> |
| Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. Generally safe on block with pushback. | | Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. The pushback generally keeps this move safe on block. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4hk}} | | {{AttackDataCargo-SF6/Query|ryu_4hk}} |
| | * 2 hits; () refers to startup of 2nd hit only |
| * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit knocks down vs. airborne opponents | | * 2nd hit causes spike knockdown vs. airborne opponents |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) | | * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB |
| <br> | | <br> |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. | | Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At {{sf6-adv|VM|-4}} it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. |
| }} | | }} |
| <br> | | <br> |