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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_623lp}} | | {{AttackDataCargo-SF6/Query|ryu_623lp}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Airborne''' 7-35f ({{FKD}} state) |
| * Reduced damage on active frames 4-10 (high anti-air connect) | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; can get follow-ups after high corner anti-air |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623mp}} | | {{AttackDataCargo-SF6/Query|ryu_623mp}} |
| * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-9f (cannot hit cross-up); '''Airborne''' 8-45f ({{FKD}} state) |
| * Reduced damage on active frames 4-10 (high anti-air connect) | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623hp}} | | {{AttackDataCargo-SF6/Query|ryu_623hp}} |
| * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-8f (cannot hit cross-up); '''Airborne''' 9-50f ({{FKD}} state) |
| * Reduced damage on active frames 3-10 (high anti-air connect) | | * Reduced damage (but higher Juggle Limit) on active frames 3-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623pp}} | | {{AttackDataCargo-SF6/Query|ryu_623pp}} |
| * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f ({{FKD}} state) | | * '''Full Invuln:''' 1-8f (cannot hit cross-up); '''Airborne''' 8-52f ({{FKD}} state) |
| * Ryu's primary invincible reversal option | | * Ryu's primary invincible reversal option |
| <br> | | <br> |
| As always, Shoryuken is a great anti-air special and the {{clr|OD|OD}} version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into {{clr|SA|SA3}}. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input). All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations.
| | Shoryuken is, as always, a great anti-air special and juggle ender. Higher strengths have slower startup in exchange for additional damage and range. The {{clr|L|LP}} version is the best overall for anti-air purposes, but {{clr|M|MP}}/{{clr|H|HP}} are less likely to whiff against moves like Divekicks that stop forward air momentum. It's best to use Shoryuken as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into {{clr|SA|SA3}}. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input). |
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| | {{clr|OD|OD Shoryuken}} has full invincibility to blow through the opponent's attacks, though it doesn't last long enough to plow through most other invincible moves (especially {{clr|SA|Supers}}). While it's possible to use this version in juggles and anti-airs, it's only worthwhile if it will secure a guaranteed kill over the other strengths. |
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| | All versions of Shoryuken have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. It's important to know which juggle routes work with each strength, as it's fairly common for a route to only allow {{clr|L|LP}} or {{clr|M|MP}}/{{clr|OD|OD}} Shoryuken as an ender. |
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| | On a midscreen hit, Ryu usually has to chase the opponent down with {{clr|DR|Drive Rush}} to secure any real oki. In some anti-air scenarios, it's possible to chase a Back Rise with two dashes, but this often leaves him around {{sf6-adv|E|0}} or {{sf6-adv|P|+1}} and is hard to judge by eye. {{clr|OD|OD Shoryuken}} never gives throw oki on a midscreen opponent, but Ryu can {{clr|DR|Drive Rush}} into delayed {{clr|M|2MK}}/{{clr|H|5HP}} or immediate {{clr|H|6HP}}/{{clr|H|6HK}} to keep the pressure up. |
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| The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into {{clr|SA|SA3}}. It does not affect any other combo route ending in Shoryuken > {{clr|SA|SA3}}, however. | | The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into {{clr|SA|SA3}}. It does not affect any other combo route ending in Shoryuken > {{clr|SA|SA3}}, however. |