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| {{AttackDataCargo-SF6/Query|ryu_5hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hk}} |
| * Whiffs on crouching opponents | | * Whiffs on crouching opponents |
| * Puts airborne opponents into limited juggle state | | * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Punish Counter: Crumple KD +94 (+11 before becoming airborne) | | * Punish Counter: Crumple KD +94 (+11 before becoming airborne) |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmp}} | | {{AttackDataCargo-SF6/Query|ryu_jmp}} |
| * Both hits are cancellable and put airborne opponents into limited juggle state | | * Both hits are cancellable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| <br> | | <br> |
| Ryu's best air-to-air since it causes a knockdown. The followup juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancellable. | | Ryu's best air-to-air since it causes a knockdown. The followup juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancellable. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4hk}} | | {{AttackDataCargo-SF6/Query|ryu_4hk}} |
| * 1st hit forces stand, puts airborne opponents into limited juggle state | | * 1st hit forces stand, puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * 2nd hit knocks down vs. airborne opponents | | * 2nd hit knocks down vs. airborne opponents |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * Counterhit/Punish Counter bonus advantage applies to both hits |
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| {{AttackDataCargo-SF6/Query|ryu_236pp}} | | {{AttackDataCargo-SF6/Query|ryu_236pp}} |
| * 2-hit projectile, fast speed; has juggle potential | | * 2-hit projectile, fast speed; has juggle potential |
| * Puts opponent into limited juggle state on hit | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * '''Cancel reaction window:''' 12f (Super) | | * '''Cancel reaction window:''' 12f (Super) |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} |
| * 2-hit projectile; puts opponent into limited juggle state | | * 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel reaction window:''' 12f | | * '''Cancel reaction window:''' 12f |
| {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} |
| * 3-hit projectile; puts opponent into limited juggle state and has juggle potential | | * 3-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] and has juggle potential |
| * '''Cancel reaction window:''' 13f | | * '''Cancel reaction window:''' 13f |
| <br> | | <br> |
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| * '''Airborne''' 5-47f (Forced Knockdown state) | | * '''Airborne''' 5-47f (Forced Knockdown state) |
| * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) | | * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) |
| * Puts opponent into limited juggle state; later hits have more juggle potential | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; later hits have more juggle potential |
| <br> | | <br> |
| Tatsu is a good move for getting corner carry while still allowing oki afterward. The MK and HK versions can be used predictively against most projectiles due to the lower body invincibility. They also get better frame advantage when the later hits connect as opposed to the first hit. OD Tatsu is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. | | Tatsu is a good move for getting corner carry while still allowing oki afterward. The MK and HK versions can be used predictively against most projectiles due to the lower body invincibility. They also get better frame advantage when the later hits connect as opposed to the first hit. OD Tatsu is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. |
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| * Forced Knockdown state | | * Forced Knockdown state |
| * Can hit Crossup | | * Can hit Crossup |
| * Puts opponent into limited juggle state (2HK and Lv.1 Super are most consistent followups) | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (2HK and Lv.1 Super are most consistent followups) |
| * The last 11f of recovery puts Ryu in a crouching state | | * The last 11f of recovery puts Ryu in a crouching state |
| {{AttackDataCargo-SF6/Query|ryu_j214kk}} | | {{AttackDataCargo-SF6/Query|ryu_j214kk}} |
| * Forced Knockdown state | | * Forced Knockdown state |
| * Puts opponent into limited juggle state | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * The last 11f of recovery puts Ryu in a crouching state | | * The last 11f of recovery puts Ryu in a crouching state |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236lk}} | | {{AttackDataCargo-SF6/Query|ryu_236lk}} |
| * Puts opponent into limited juggle state | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel reaction window:''' 25f | | * '''Cancel reaction window:''' 25f |
| {{AttackDataCargo-SF6/Query|ryu_236mk}} | | {{AttackDataCargo-SF6/Query|ryu_236mk}} |
| * Puts opponent into limited juggle state | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel reaction window:''' 25f | | * '''Cancel reaction window:''' 25f |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
| * Puts opponent into limited juggle state; can juggle LP Shoryuken in corner | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle LP Shoryuken in corner |
| * Punish Counter: puts opponent into OTG tumble state (KD +95) | | * Punish Counter: puts opponent into OTG tumble state (KD +95) |
| * '''Cancel reaction window:''' 30f | | * '''Cancel reaction window:''' 30f |
| {{AttackDataCargo-SF6/Query|ryu_236kk}} | | {{AttackDataCargo-SF6/Query|ryu_236kk}} |
| * Wall Bounces opponent on hit for a limited juggle state | | * Wall Bounces opponent on hit for a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Gives enough time to charge Lv.2 Super when cancelled (depending on screen position) | | * Gives enough time to charge Lv.2 Super when cancelled (depending on screen position) |
| * '''Cancel reaction window:''' 27f | | * '''Cancel reaction window:''' 27f |