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| Fairly good anti-air from mid-long range due to its juggle properties. 5HK has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. | | Fairly good anti-air from mid-long range due to its juggle properties. 5HK has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. |
| }} | | }} |
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| ===Crouching Normals=== | | ===Crouching Normals=== |
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| A fairly standard 2HK. At -11 it's a bit more unsafe than other sweeps, so should be used sparingly. | | A fairly standard 2HK. At -11 it's a bit more unsafe than other sweeps, so should be used sparingly. |
| }} | | }} |
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| ===Jumping Normals=== | | ===Jumping Normals=== |
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| Great hitbox makes it a threat at mid-long ranges. | | Great hitbox makes it a threat at mid-long ranges. |
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| == Command Normals == | | == Command Normals == |
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| Ryu's Axe Kick is cancellable on both hits, so it's easy to confirm an appropriate followup on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. | | Ryu's Axe Kick is cancellable on both hits, so it's easy to confirm an appropriate followup on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. |
| }} | | }} |
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| == Target Combos == | | == Target Combos == |
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| A relatively weak target combo, but it's easier to confirm from 5MP than a special move. Also has some utility near max 5MP range where other followups can whiff. | | A relatively weak target combo, but it's easier to confirm from 5MP than a special move. Also has some utility near max 5MP range where other followups can whiff. |
| }} | | }} |
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| == Universal Mechanics == | | == Universal Mechanics == |
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| * Punish Counter: +11 HKD | | * Punish Counter: +11 HKD |
| }} | | }} |
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| === Drive Moves === | | === Drive Moves === |
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| * Frame data shown in (parentheses) refers to the version used after Parry | | * Frame data shown in (parentheses) refers to the version used after Parry |
| }} | | }} |
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| === Taunts === | | === Taunts === |
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| {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} | | {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} |
| }} | | }} |
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| == Special Moves == | | == Special Moves == |
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| * 3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP | | * 3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP |
| }} | | }} |
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| == Super Arts == | | == Super Arts == |