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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} | | | Combo = {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|214MK}} / {{clr|7|214LK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1250 | | | Damage = 1250/1310 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} | | | Difficulty = {{clr|10|Very Easy}} |
| | Notes = {{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} from cancel, but {{clr|7|2LP}} has slightly greater hitstun and allows this particular combo. Useful if looking for corner carry and oki from {{clr|8|MK Tatsu}}. | | | Notes = {{clr|7|5LP}} does not combo into {{clr|8|MK Tatsu}} or {{clr|7|LK Donkey Kick}} naturally, but {{clr|7|2LP}} has slightly greater hitstun and allows this. {{clr|8|MK Tatsu}} is useful if looking for corner carry and oki midscreen, but {{clr|7|LK Donkey Kick}} does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos into {{clr|7|LK Donkey Kick}}: the knockdown from this is +42, allowing Ryu to perform a safe jump. {{clr|7|LK Donkey Kick}} is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. | | | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|7|5LK}}, which combos naturally into {{clr|7|LK Donkey Kick}}. This is punishable on block (-11), so must be confirmed from the counter-hit link into {{clr|7|5LK}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} is slightly longer and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled from {{clr|8|2MP}}. A useful counter-hit to fish for in close-range scrambles. The knockback from {{clr|8|MK Donkey Kick}} allows for a Denjin Charge setup (at -12, this setup is punishable by Cammy's {{clr|10|Super 3}}, but only just). | | | Notes = Counter-hit {{clr|7|2LP}}/{{clr|7|5LP}} links into {{clr|8|2MP}}: also {{clr|8|5MP}}, but {{clr|8|2MP}} reaches slightly farther and leads into similarly damaging combos. {{clr|8|MK}} and {{clr|10|OD Donkey Kick}} are just two examples of what can be canceled into from {{clr|8|2MP}}. The knockback from {{clr|8|MK Donkey Kick}} allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's {{clr|10|Super 3}}, but only just (use {{clr|7|LK Donkey Kick}} vs Cammy to guarantee a safe Denjin Charge here). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from {{clr|7|Light}} normals: with a counter-hit {{clr|7|2LP}}/{{clr|7|5LP}}, it is possible to route into DC Hasho via a linked {{clr|8|Medium Punch}}. All of Ryu's specials can be combo'd after the launch without the aid of {{clr|4|Parry Drive Rush}}, but the three here ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options. | | | Notes = A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from {{clr|7|Light}} normals: with a counter-hit {{clr|7|2LP}}/{{clr|7|5LP}}, it is possible to route into DC Hasho via a linked {{clr|8|Medium Punch}}. All of Ryu's specials can be combo'd after the launch without the aid of {{clr|4|Parry Drive Rush}} ({{clr|4|PDR}}), but ({{clr|8|MK Tatsu}}, {{clr|8|MK Donkey Kick}} and corner-only {{clr|9|HP Shoryuken}}) represent the most useful and damaging options without {{clr|4|PDR}}. |
| |}} | | |}} |
| }} | | }} |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} | | | Difficulty = {{clr|10|Very Easy}}/{{clr|7|Easy}} |
| | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, focus mainly on these two. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. | | | Notes = Though {{clr|8|2MK}} combos to almost all versions of your specials on normal hit, MK Donkey Kick and MK Tatsu are the most rewarding to buffer behind a guaranteed hit such as a whiff punish. {{clr|8|MK Donkey Kick}} is punishable but less so than any version of Tatsu and leaves you open to pop a Denjin charge. {{clr|8|MK Tatsu}} has great corner carry. Note that any instance of {{clr|8|MK Tatsu}} from here on out can be swapped with {{clr|9|HK Tatsu}} for slightly more damage and a side swap, and {{clr|10|OD Donkey Kick}} can buff up the damage significantly. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|7|214LP}}/{{clr|10|214PP}} |
| | | Position = Anywhere |
| | | Damage = 980/1060/1220 w/o Denjin |
| | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = Less committal though notably less rewarding options, useful for tagging the opponent attempting to walk back within {{clr|8|2MK}} range while conserving Drive Gauge. {{clr|7|LP Hadoken}} is punishable at point-blank range and is not a true blockstring from {{clr|8|2MK}} when spaced farther out; {{clr|7|LP Hashogeki}} is always safe at -3 but at best puts Ryu just outside of most characters' throw ranges. If spending bar, {{clr|10|OD Hashogeki}} can be used to force a close-range mixup at +2 on-block (+4 with Denjin Charge stocked). If {{clr|10|Super Art 3}} is stocked, be sure to buffer the super motion behind all of these options so you can react with {{clr|10|SA3}} in response to a Drive Impact ({{clr|10|214PP}} allows a {{clr|10|Super Art 2 buffer}}). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} | | | Difficulty = {{clr|10|Very Easy}} |
| | Notes = You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that meterlessly combos into {{clr|9|HK Donkey Kick}}. | | | Notes = You have to be point blank for the {{clr|9|4HP}} to link after the {{clr|8|5MP}}. This is best achieved after a cross-up {{clr|8|J.MK}}, as the cross-up hit will pull the opponent ''towards'' Ryu as he lands. {{clr|9|4HP}} is your '''ONLY''' normal that naturally combos into {{clr|9|HK Donkey Kick}}. |
| |}}
| |
| {{SF6-ComboTableItem
| |
| | Combo = {{clr|8|5MP}} > {{clr|9|4HP}} > {{clr|9|236HK}} > {{clr|7|623LP}}
| |
| | Position = Corner
| |
| | Damage = 3210
| |
| | Drive = 0
| |
| | Super = 0
| |
| | Difficulty = {{clr|7|Easy}}
| |
| | Notes = This is your highest damage meterless combo without a jump-in PERIOD.
| |
| |}} | | |}} |
| }} | | }} |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo once the counter-hit is confirmed. | | | Notes = This combo may be familiar if you read the ''Normal Hit'' section above, as it simply demonstrates that {{clr|8|5MP}}, allows a link to {{clr|8|2MK}}, on counter-hit and all possible follow-ups thereon. This can be useful after a short {{clr|7|Light}} blockstring vs an opponent in Burnout: rather than going in for a throw, hit them with a spaced {{clr|8|5MP}}, to intercept their mash and be prepared to link into {{clr|8|2MK}}, for a combo upon confirming the counter-hit. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty {{clr|9|5HP}} in this instance. See ''Advanced/Niche Combos'' below for more meaty setups and possible combos. | | | Notes = Definitely not the most damage that can be taken from a counter-hit {{clr|8|5MP}}, but a demonstration of how much frame advantage this gives (+9 on hit) and a hint of how combos ending in {{clr|9|2HK}} can grant some oki, with a +2 on block meaty {{clr|9|5HP}} in this instance. See ''Strategy'' for more meaty setups/okizeme. |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} > {{clr|8|236MK}} | | | Combo = PC {{clr|8|5MP}}, {{clr|9|5HP}} ~> {{clr|9|HK}}, ''DENJIN CHARGE'' |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2480 | | | Damage = 2320 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = TBD | | | Notes = As of the 22/05/2024 balance patch, Ryu's ''High Double Strike'' target combo ({{clr|9|5HP}} ~> {{clr|9|HK}}) can be canceled into Denjin Charge on hit with a simple Down+Punch input. This is a +7 knockdown and in the corner a meaty {{clr|8|5MP}}/{{clr|8|2MP}} setup is available here. |
| |}} | | |}} |
| }} | | }} |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = This is a viable one-hit confirm, similar to Ryu's {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} can only be canceled into {{clr|10|OD Aerial Tatsu}}. | | | Notes = This is a viable one-hit confirm, similar to {{clr|9|5HP}}, with the difference that {{clr|9|6HK}} goes over lows late into its startup but can only be canceled into {{clr|10|OD Aerial Tatsu}}. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = {{clr|7|LK Donkey Kick}} gives you space to pop Denjin. This {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only forward dash and {{clr|7|Jab}} if they Back-Rise. | | | Notes = As {{clr|9|6HP}} pushes Ryu forward, the link from {{clr|8|2MP}} into {{clr|7|5LK}} becomes much more reliable than it might otherwise be. {{clr|7|LK Donkey Kick}} gives you space to pop Denjin and is a safe jump in the corner. The {{clr|8|MK Tatsu}} ender does provide oki, but this oki is worsened midscreen as you can only forward dash and {{clr|7|Jab}} if they Back-Rise. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} | | | Combo = ({{clr|9|6HP}}, {{clr|8|2MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 3070 | | | Damage = 3070 |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can combo'd after with specials, Super Arts and {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). | | | Notes = A preview of the combos containing {{clr|4|Parry Drive Rush}} links (see ''Drive Rush Combos''): on Punish Counter, {{clr|9|HK Donkey Kick}} puts the opponent in a long rolling animation that can be combo'd after with specials, Super Arts and {{clr|10|Parry Drive Rush}}-enhanced normals. A simpler example is ''PC {{clr|9|236HK}}, {{clr|9|623HP}}' (2960 damage total). |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|7|Easy}} | | | Difficulty = {{clr|7|Easy}} |
| | Notes = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state during their crumple animation, increasing the height of the opponent's ''bounce'' thus making follow-up juggles more reliable. | | | Notes = An ideal punish starter for a whiffed/blocked DP or a whiffed throw following a shimmy. PC {{clr|9|5HK}} puts the opponent in a crumple state, similar to PC Drive Impact or Ryu's Denjin Charged {{clr|10|OD Hashogeki}}. The forward dash is not necessary for this combo (and is in fact not wanted for the potential DRC follow-ups, see ''Drive Rush Combos'' below, or ''{{clr|9|HP Shoryuken}} > {{clr|10|Super Art 3}}'' cancel routes) but it puts Ryu closer to the opponent for the {{clr|9|2HP}} connect, and for the purposes of {{clr|10|OD Donkey Kick}} it allows the opponent to fall into a juggleable state ''during'' their crumple animation, increasing the height of the opponent's bounce so as to make follow-up juggles more reliable. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Drive = 0 | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|4|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent. | | | Notes = Best corner punish you can do without spending resources. {{clr|9|5HK}}, {{clr|9|4HP}} link is finicky but consistent at close-range. |
| |}} | | |}} |
| }} | | }} |