|
|
Line 18: |
Line 18: |
| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Frame data is mostly identical to 2LP, but 5LP is the preferred chain for countering Drive Impact since it has lower recovery. Can get a 3-hit light confirm with 5LP x3. | | Frame data is mostly identical to 2LP, but 5LP is the preferred chain for countering Drive Impact since it has lower recovery. Can get a 3-hit light confirm with 5LP x3. |
Line 69: |
Line 70: |
| {{AttackDataCargo-SF6/Query|ryu_5lk}} | | {{AttackDataCargo-SF6/Query|ryu_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| * Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers | | * Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers |
| * Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki | | * Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki |
Line 123: |
Line 125: |
| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 11f | | * '''Cancel Hitconfirm Window:''' 11f |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than 5LP when chaining against Drive Impact armor. | | Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than 5LP when chaining against Drive Impact armor. |
Line 173: |
Line 176: |
| {{AttackDataCargo-SF6/Query|ryu_2lk}} | | {{AttackDataCargo-SF6/Query|ryu_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into 5LP or 2LP. | | Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into 5LP or 2LP. |
Line 189: |
Line 193: |
| {{AttackDataCargo-SF6/Query|ryu_2mk}} | | {{AttackDataCargo-SF6/Query|ryu_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Combos into most specials consistently, but requires Counter-hit, Punish Counter, or Drive Rush to combo into a meterless Denjin Hashogeki. | | The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Combos into most specials consistently, but requires Counter-hit, Punish Counter, or Drive Rush to combo into a meterless Denjin Hashogeki. |
Line 342: |
Line 346: |
| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| * Good meaty off strong knockdowns | | * Good meaty off strong knockdowns |
| | | <br> |
| A powerful advancing command normal that is plus on block and combos to 5MP or 2MP on hit, and even stronger combos on Counter-hit/Punish Counter. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback. | | A powerful advancing command normal that is plus on block and combos to 5MP or 2MP on hit, and even stronger combos on Counter-hit/Punish Counter. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback. |
| }} | | }} |
Line 457: |
Line 461: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_lplk}} | | {{AttackDataCargo-SF6/Query|ryu_lplk}} |
| * Has access to corner throw loops without walking or dashing; throw must be manually timed
| |
| * Punish Counter: HKD +17 | | * Punish Counter: HKD +17 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| Ryu has a great corner throw loop that requires no additional movement. Whiffing 5LP will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. | | Ryu has a great corner throw loop that requires no additional movement. Whiffing 5LP will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. Manual timing also allows Ryu to walk back to threaten a shimmy. |
| }} | | }} |
|
| |
|
Line 604: |
Line 607: |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction. OD Hadoken can also juggle in the corner with a PDR Normal. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction. OD Hadoken can also juggle in the corner with a PDR Normal. |
Line 624: |
Line 628: |
| {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} |
| * 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel Hitconfirm Window:''' 12f | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} |
| * 3-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| With a Denjin charge stocked, Ryu can no longer change the speed of his fireballs. However, they all gain an extra hit and become very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an OD or Super projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into Lv.1 Super on reaction! | | With a Denjin charge stocked, Ryu can no longer change the speed of his fireballs. However, they all gain an extra hit and become very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an OD or Super projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into Lv.1 Super on reaction! |
Line 648: |
Line 654: |
| {{AttackDataCargo-SF6/Query|ryu_623lp}} | | {{AttackDataCargo-SF6/Query|ryu_623lp}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f (Forced Knockdown state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623mp}} | | {{AttackDataCargo-SF6/Query|ryu_623mp}} |
| * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f (Forced Knockdown state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623hp}} | | {{AttackDataCargo-SF6/Query|ryu_623hp}} |
| * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f (Forced Knockdown state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 3-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623pp}} | | {{AttackDataCargo-SF6/Query|ryu_623pp}} |
| * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f (Forced Knockdown state) | | * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f (Forced Knockdown 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 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 Lv.3 Super. All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. | | As always, Shoryuken is a great anti-air special and the 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 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. |
|
| |
|
| When beginning a combo with LP/MP/HP Shoryuken canceled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead.
| | The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into SA3. It does not affect any other combo route ending in Shoryuken > SA3, however. |
| }} | | }} |
|
| |
|
Line 719: |
Line 728: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_j214k}} | | {{AttackDataCargo-SF6/Query|ryu_j214k}} |
| * Forced Knockdown state | | * Forced Knockdown state until landing; the last 11f of landing recovery is in a crouching state |
| * Can hit Cross-up | | * Can hit Cross-up |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 SA1 are most consistent followups) |
| * The last 11f of recovery puts Ryu in a crouching state | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|ryu_j214kk}} | | {{AttackDataCargo-SF6/Query|ryu_j214kk}} |
| * Forced Knockdown state | | * Forced Knockdown state until landing; the last 11f of landing recovery is in a crouching state |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 | | * Applies an extra 15% damage scaling to next attack when comboed into |
| <br> | | <br> |
| The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least +3 on block, although most players will instinctively stand block when they see a jump. Cancels from air-to-air j.MP if Ryu jumps forward, which is especially useful for OD Air Tatsu since it can lead to a strong juggles near the corner. | | The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least +3 on block, although most players will instinctively stand block when they see a jump. Cancels from air-to-air j.MP if Ryu jumps forward, which is especially useful for OD Air Tatsu since it can lead to a strong juggles near the corner. |
Line 747: |
Line 756: |
| {{AttackDataCargo-SF6/Query|ryu_236lk}} | | {{AttackDataCargo-SF6/Query|ryu_236lk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel Hitconfirm Window:''' 25f | | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mk}} | | {{AttackDataCargo-SF6/Query|ryu_236mk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * '''Cancel Hitconfirm Window:''' 25f | | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 Hitconfirm Window:''' 30f | | * '''Cancel Hitconfirm Window:''' 30f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236kk}} | | {{AttackDataCargo-SF6/Query|ryu_236kk}} |
| * Wall Bounces opponent on hit for a [[Street_Fighter_6/Glossary#Juggles|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 canceled (depending on screen position) | | * Gives enough time to charge SA2 when canceled (depending on screen position) |
| * Counts as 2 hits for scaling when canceled into (10% scaling penalty on next hit) | | * '''Cancel Hitconfirm Window:''' 27f (Super) |
| * '''Cancel Hitconfirm Window:''' 27f
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into Lv.3 Super. LK is a quick combo ender, The MK version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. HK is very slow but usually safe on block due to its huge pushback. 5LK is the fastest normal that can combo into LK, and 4HP is the only normal which can combo into HK without additional hit advantage. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into Lv.3 Super. LK is a quick combo ender, The MK version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. HK is very slow but usually safe on block due to its huge pushback. 5LK is the fastest normal that can combo into LK, and 4HP is the only normal which can combo into HK without additional hit advantage. |
Line 782: |
Line 791: |
| {{AttackDataCargo-SF6/Query|ryu_214lp}} | | {{AttackDataCargo-SF6/Query|ryu_214lp}} |
| * Counter-hit/Punish Counter puts opponent into Spinning juggle state (KD +57) | | * Counter-hit/Punish Counter puts opponent into Spinning juggle state (KD +57) |
| * '''Cancel Hitconfirm Window:''' 24f | | * '''Cancel Hitconfirm Window:''' 24f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214mp}} | | {{AttackDataCargo-SF6/Query|ryu_214mp}} |
| * Counter-hit/Punish Counter puts opponent into Spinning juggle state (KD +58) | | * Counter-hit/Punish Counter puts opponent into Spinning juggle state (KD +58) |
| * '''Cancel Hitconfirm Window:''' 23f | | * '''Cancel Hitconfirm Window:''' 23f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214hp}} | | {{AttackDataCargo-SF6/Query|ryu_214hp}} |
| * 2 hits; puts opponent into Spinning juggle state (no CH/PC required) | | * 2 hits; puts opponent into Spinning juggle state (no CH/PC required) |
| * '''Cancel Hitconfirm Window:''' 39f | | * '''Cancel Hitconfirm Window:''' 39f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp}} | | {{AttackDataCargo-SF6/Query|ryu_214pp}} |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Lv.1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through. | | All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Lv.1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through. |
Line 821: |
Line 831: |
| {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} |
| * Puts opponent into Spinning juggle state on hit (can juggle even midscreen) | | * Puts opponent into Spinning juggle state on hit (can juggle even midscreen) |
| * '''Cancel Hitconfirm Window:''' 38f | | * '''Cancel Hitconfirm Window:''' 38f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} |
| * Crumples opponent on hit (+14 before opponent becomes airborne) | | * Crumples opponent on hit (+14 before opponent becomes airborne) |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| <br> | | <br> |
| The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is not affected by the button strength used. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The OD version surprisingly does not gain an additional hit and actually does fairly low damage, but is still very rewarding to land. | | The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is not affected by the button strength used. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The OD version surprisingly does not gain an additional hit and actually does fairly low damage, but is still very rewarding to land. |
Line 947: |
Line 957: |
| {{AttackDataCargo-SF6/Query|ryu_236236k}} | | {{AttackDataCargo-SF6/Query|ryu_236236k}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.2 Drive bars for Ryu | | ** Cinematic time regenerates ~2.2 Drive bars for Ryu |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break |
| | * Available at 25% HP or below |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~2.3 Drive bars for Ryu | | ** Cinematic time regenerates ~2.3 Drive bars for Ryu |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If canceled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), 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 as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. |
| | |
| | SA3 cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into SA3 as an anti-air causes Ryu to incur significant damage scaling, and may even lose out on the cinematic hit if the opponent is juggled high enough. This is much less of a problem for the CA version, which retains most of its damage even without a cinematic connect. |
| | |
| | If the opponent chooses to stand block this Super (especially for taller characters), they will take a little extra Drive damage (or Chip damage if in Burnout) as more hits connect on the way up. |
| }} | | }} |
| <br> | | <br> |