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Line 1,226: |
Line 1,226: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = {{clr|4|PDR}} {{clr|2|6M}}, {{clr|2|5M}}/A[{{clr|2|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|623H}} |
| | Position = ## | | | Position = Anywhere |
| | | Damage = 1840/1968/2320 |
| | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|10|Very Easy}} |
| | | Notes = The first half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. The {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}} is +3 on-block, allowing for follow-up pressure if the opponent successfully blocks |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = {{clr|4|PDR}} {{clr|2|2M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] / A[ {{clr|1|L}} ] > {{clr|2|4S}} |
| | | Position = Anywhere |
| | Damage = ## | | | Damage = ## |
| | Drive = ## | | | Drive = {{drive sf6}} |
| | | Super = 0 |
| | | Difficulty = {{clr|1|Easy}} |
| | | Notes = The second half of Ryu's High/Low mixup out of a {{clr|4|Parry Drive Rush}}. Note that unlike the {{clr|4|PDR}}-enhanced overhead {{clr|2|6M}}, {{clr|2|2M}} is -2 on-block out of a {{clr|4|Parry Drive Rush}}, so savvy opponents are likely to attempt to take their turn back |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump'' |
| | | Position = Midscreen, approaching corner for safe jump |
| | | Damage = 2052/2472 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = ## |
| | | Difficulty = {{clr|2|Medium}} |
| | | Notes = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}} starter > A[ {{clr|5|2S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|3|6H}} > 214X, ''safe jump'' |
| | | Position = Midscreen, approaching corner for safe jump |
| | | Damage = 2052/2472 |
| | | Drive = {{drive sf6}}x3 |
| | Super = ## | | | Super = ## |
| | Difficulty = ## | | | Difficulty = {{clr|2|Medium}} |
| | Notes = ## | | | Notes = When standing just in front of the halfway point of the stage, Ryu can execute a safe-jump following an {{clr|5|OD Donkey Kick}} combo. The damage varies greatly depending on if {{clr|2|2M}} or {{clr|2|5M}}/A[ {{clr|2|M}} ] is used, with the former adding significant damage scaling |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} {{clr|2|5M}}, {{clr|2|214M}}, {{clr|3|623H}} |
| | | Position = Corner |
| | | Damage = 2004/3194 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|2|Medium}} |
| | | Notes = A basic non-Super {{clr|4|Parry Drive Rush}} extension following {{clr|5|OD Tatsu}} in the corner. Can begin off {{clr|1|Light}}, {{clr|2|Medium}} or {{clr|3|Heavy Starters}}. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters'' |
| |}} | | |}} |
| }} | | }} |
Line 1,239: |
Line 1,275: |
| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, A[ {{clr|2|M}} ] > {{clr|3|623H}} |
| | Position = ## | | | Position = Anywhere |
| | Damage = ## | | | Damage = 1609 |
| | Drive = ## | | | Drive = ## |
| | Super = ## | | | Super = ## |
| | Difficulty = ## | | | Difficulty = ## |
| | Notes = ## | | | Notes = Due to lacking the 7-frame startup {{clr|9|4HP}}, Modern Ryu's potential combo routes off a DRC'd {{clr|1|Light}} normal are severely curtailed. His best option is the ['' {{clr|1|5L}}, {{clr|2|5M}}, A[ {{clr|2|M}} ] ''] route featured here |
| |}} | | |}} |
| }} | | }} |