|
|
Line 314: |
Line 314: |
| }} | | }} |
| |-|SA2: Shin/Denjin Hashogeki= | | |-|SA2: Shin/Denjin Hashogeki= |
| Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}. ''NOTE: with Denjin Charge,'' Shin Hashogeki ''becomes'' Denjin Hashogeki ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shin Hashogeki ''.'' | | Ryu's {{clr|10|Super Art 2}}, ''Shin/Denjin Hashogeki'' can be canceled into from: any special/Super-cancelable normal; any applicable OD special move. This limits the number of possible special move cancels to {{clr|10|OD Donkey Kick}} and {{clr|10|OD Hashogeki}}. ''Shin/Denjin Hashogeki'' has three levels of charge that can be activated by holding down the attack button. ''NOTE: with Denjin Charge,'' Shin Hashogeki ''becomes'' Denjin Hashogeki ''and consumes the held charge. This version of the Super has similar frame data but does significantly more damage. For simplicity's sake, all damage values assume the SA1 in question is'' Shin Hashogeki ''.'' |
| {{SF6-ComboTable | | {{SF6-ComboTable |
| | Header = SA2 Combo Routes | | | Header = SA2 Combo Routes |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} | | | Combo = Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > ''DENJIN'' {{clr|10|214PP}} > {{clr|10|214214P}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2900-3800 | | | Damage = 2900-3800 |
Line 325: |
Line 325: |
| | Super = 2 | | | Super = 2 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Your basic route into {{clr|10|Super Art 2}}. You can charge it to level 2 if you release ''as soon as it hits the second level of charge''. | | | Notes = Your basic grounded route into {{clr|10|Super Art 2}}. Without Denjin Charge, the {{clr|10|OD Hashogeki}} will not crumple on hit and the {{clr|10|Shin Hashogeki}} must be released ''immediately'' after the 2nd level of charge has been reached; with Denjin Charge, a level 3 charge can be achieved. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
Line 334: |
Line 334: |
| | Super = 2 | | | Super = 2 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = Another route into the level 2 charge that does a hair more damage. | | | Notes = Another route into the level 3 charge that does a hair more damage. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
Line 343: |
Line 343: |
| | Super = 2 | | | Super = 2 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = A notable route in that {{clr|10|Super Art 2}} is used in the middle and not at the end. The crumple from Denjin Charged {{clr|10|OD Hashogeki}} allows the Super to be charged up to Level 2, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. | | | Notes = A notable route in that {{clr|10|Super Art 2}} is used in the middle and not at the end. The crumple from Denjin Charged {{clr|10|OD Hashogeki}} allows the Super to be charged up to Level 3, after which they can be juggled with a {{clr|4|Parry Drive Rush}}-enhanced {{clr|9|2HP}}. The {{clr|4|Parry Drive Rush}} link can be omitted by just performing {{clr|9|HP Shoryuken}} after the {{clr|10|Super Art 2}}, making the combo easier at the cost of about 200 damage. ''The two starters used to measure damage were {{clr|8|2MK}} and {{clr|9|5HP}}''. |
| |}} | | |}} |
| }} | | }} |
Line 386: |
Line 386: |
| | Super = 3 | | | Super = 3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and put in a {{clr|9|HP Shoryuken}} to {{clr|10|Super Art 3}}. | | | Notes = You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the {{clr|9|HK Donkey Kick}} and {{clr|7|LP Shoryuken}} and substitute a {{clr|9|HP Shoryuken}} canceled into {{clr|10|Super Art 3}}. |
| |}} | | |}} |
| }} | | }} |