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| <center>{{FrameDataKey-SF6}}</center> | | <center>{{FrameDataKey-SF6}}</center> |
| == Normals == | | == Normals == |
| ===Standing normals=== | | === Standing Normals === |
| =====<font style="visibility:hidden; float:right">5LP</font>===== | | =====<font style="visibility:hidden; float:right">5LP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| }} | | }} |
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| ===Crouching Normals=== | | |
| | === Crouching Normals === |
| =====<font style="visibility:hidden; float:right">2LP</font>===== | | =====<font style="visibility:hidden; float:right">2LP</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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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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| == Universal Mechanics ==
| | == Throws == |
| === Throws ===
| |
| =====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== | | =====<font style="visibility:hidden; float:right">Forward Throw (LPLK)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| === Drive Moves ===
| | == Drive System == |
| =====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Impact (HPHK)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| * Notable Drive Rush cancel blockstring gaps: | | * Notable Drive Rush cancel blockstring gaps: |
| ** | | ** |
| }}
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|
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| === Taunts ===
| |
| =====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>=====
| |
| {{MoveDataCargo
| |
| | title = Neutral Taunt
| |
| | subtitle =
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| | input = 5PPPKKK
| |
| | images =
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| {{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}}
| |
| | info =
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| {{AttackDataCargo-SF6/Query|Ryu_5pppkkk}}
| |
| }}
| |
| =====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>=====
| |
| {{MoveDataCargo
| |
| | title = Forward Taunt
| |
| | subtitle =
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| | input = 6PPPKKK
| |
| | images =
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| {{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}}
| |
| | info =
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| {{AttackDataCargo-SF6/Query|Ryu_6pppkkk}}
| |
| }}
| |
| =====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>=====
| |
| {{MoveDataCargo
| |
| | title = Back Taunt
| |
| | subtitle =
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| | input = 4PPPKKK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}}
| |
| | info =
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| {{AttackDataCargo-SF6/Query|Ryu_4pppkkk}}
| |
| }}
| |
| =====<font style="visibility:hidden; float:right">Down Taunt (2PPPKKK)</font>=====
| |
| {{MoveDataCargo
| |
| | title = Down Taunt
| |
| | subtitle =
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| | input = 2PPPKKK
| |
| | images =
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| {{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}}
| |
| }} | | }} |
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| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 40% damage scaling penalty is applied, significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. | | A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 40% damage scaling penalty is applied, significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. |
| }} | | }} |
| | |
| | |
| | == Taunts == |
| | =====<font style="visibility:hidden; float:right">Neutral Taunt (5PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Neutral Taunt |
| | | subtitle = |
| | | input = 5PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|Ryu_5pppkkk}} |
| | }} |
| | =====<font style="visibility:hidden; float:right">Forward Taunt (6PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Forward Taunt |
| | | subtitle = |
| | | input = 6PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|Ryu_6pppkkk}} |
| | }} |
| | =====<font style="visibility:hidden; float:right">Back Taunt (4PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Back Taunt |
| | | subtitle = |
| | | input = 4PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|Ryu_4pppkkk}} |
| | }} |
| | =====<font style="visibility:hidden; float:right">Down Taunt (2PPPKKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Down Taunt |
| | | subtitle = |
| | | input = 2PPPKKK |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} |
| | }} |
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| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |