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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, 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. | | | 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 free 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 | | {{SF6-ComboTableItem |
| | Combo = {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|7|214LP}}/{{clr|10|214PP}} | | | Combo = {{clr|8|2MK}} > {{clr|7|236LP}}/{{clr|8|236MP}}/{{clr|9|236HP}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 980/1060/1220 w/o Denjin | | | Damage = 980 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0 |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|10|Very Easy}} | | | 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}}). | | | Notes = As of the ''12/02/2024'' balance update, {{clr|8|2MK}} had its cancel window moved forward by 2 frames, making Ryu's classic option of "''Low Forward Fireball''" significantly more powerful than it had been. In practice, this means that {{clr|8|2MK}} > {{clr|9|236HP}} is always a ''true blockstring'' even at max-range, and {{clr|8|2MK}} > {{clr|7|236LP}} is ''DI-safe'' as the opponent now cannot punish the {{clr|7|LP Hadoken}} cancel with DI ({{clr|8|2MK}} > {{clr|8|236MP}} appears to be the best of both worlds: it is a true blockstring up until max-range, at which distance it is still DI-safe). Bear in mind that performing {{clr|8|2MK}} > 236P ''into'' a Drive Impact is still a hazard if {{clr|10|Super Art 3}} is not available to be canceled into, so don't get predictable. |
| |}} | | |}} |
| {{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 naturally 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}}. |
| |}} | | |}} |
| }} | | }} |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = {{clr|9|6HK}} > {{clr|10|214KK}} | | | Combo = {{clr|9|6HK}} > 214K/{{clr|10|214KK}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2300 | | | Damage = 1700/2300 |
| | Drive = {{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0 | | | Super = 0 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | 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}}. | | | 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. As of the ''12/02/2024'' balance patch, this move can now be canceled into non-OD Aerial Tatsu as well as {{clr|10|OD Aerial Tatsu}}, for a meterless cancel option plus decent dash-up oki midscreen. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|236HK}}, {{clr|4|PDR}}, {{clr|9|2HP}} > {{clr|8|214MP}}, {{clr|9|623HP}} | | | Combo = PC {{clr|9|236HK}}, {{clr|9|6HK}} > (214K/{{clr|10|214KK}}, {{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Corner | | | Position = Corner |
| | Damage = 3610 | | | Damage = 3080/4660/5760 |
| | Drive = {{drive sf6}} | | | Drive = 0 |
| | Super = 0 | | | Super = 0/1/3 |
| | 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 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). | | | Notes = A demonstration of how the changes to Ryu's {{clr|9|6HK}} as of the ''12/02/2024'' balance update can be integrated into his combos. In this case, {{clr|9|6HK}} > 214K can juggle the opponent as they are in the rolling animation caused by the PC {{clr|9|236HK}}. If {{clr|10|214KK}} is used instead, then {{clr|10|Super Art 1}} and {{clr|10|Super Art 3}} can be linked as the opponent is falling. |
| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = PC {{clr|9|6HK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / ({{clr|10|214KK}}, {{clr|9|623HP}} | | | Combo = PC {{clr|9|6HK}}, {{clr|7|5LK}} > {{clr|7|236LK}} / ({{clr|10|214KK}}, {{clr|9|623HP}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 2140/3040 | | | Damage = 2140/3040 |